Devlog Update 83

It’s been a very busy week for us!

Pre-Alpha 7a was released earlier this week with a couple of good fixes, so you should get that if you haven’t already. Pre-Alpha 7 introduced a few issues on some Mac and Linux systems, but we’ll have to wait for Unity to resolve those.

We added some decorative TV screens to the game that show a slide show of your park:

Delivery crates received stickers showing their contents:

There’s a new animation for the mechanic, so you can actually see him fixing the ride now instead of magically making it work again:

And most flat rides received a setting for adjusting how many rounds they go:

Devlog Update 82 + Pre-Alpha 7

Hey! It’s been a short month for us due to Pre-Alpha 6 being a week late, but here’s Pre-Alpha 7 anyways!
As usual, grab it from the download link that you received back when you purchased the game. Use the key resender if you lost your download link.

The full change log is at the end of this post.

Devlog

Garret created a new Star Shape ride during the last art stream (which you can still watch here), and here it is done and in the game:

I’m really happy with how the animation turned out, especially with these physics-driven seat beams. I was also more careful with taking measurements for rotation speeds etc. from footage of real versions of this ride instead of eyeballing it (although my estimates weren’t too far off). I should go back and do the same for some older rides.

Pre-Alpha 7 Changelog:

- added Star Shape ride
- added deco builder categories
- added Ambient Occlusion (can be disabled in graphics settings)
- added some new deco objects, stone bench, new dirt path platforms
- added visualizations for the remaining person stat values
- added some more people outfits, hairstyles & hair color variation
- reduced people walking in circles on wide paths
- improved builder window loading times
- overall performance improvements
- fixed workmen dropping crates when loading savegame
- Linux: fixed decimal number input fields not working properly with a non-english locale
- Windows 10: fixed empty coaster/transport ride tabs when installing the game to C:/Program Files

Devlog Update 81

Art Stream

We had another fun art stream this week - and to get back on our normal schedule there’ll be another one next week! :D
As usual, it’ll be on Wednesday, 2pm PST on Garrets Twitch channel.

Counting Down To

Devlog

The deco builder window received an overhaul this week. We added object categories to organize everything a bit better, and the window also opens faster again because it doesn’t have to load everything at once.

The categories themselves aren’t finalized yet.

Garret set up this style guide for wall pieces to make sure all of our wall sets (and modded ones) will somewhat fit together.

We also released some objects for modders as scale reference. You can get them here.

He also reworked the existing castle walls to fit this style and added a bunch of nice new objects :)
Raised dirt paths turn into these shaky wooden constructions now.

We also added some SSAO. It’s really subtle and hard to see in a side-by-side comparison, but it does make a difference in the game and works well with our art style. Some closeups, first without SSAO:

And with SSAO:

If you properly want to see the difference, open the images in new tabs and switch between them.

Devlog Update 80

Art Stream

Garret will catch up on the December art stream next week. Join us on his Twitch channel on Wednesday, 12pm PST to chat while watching new Parkitect art being created.

Time converter at worldtimebuddy.com

Devlog

It’s been a bit of a boring week for the devlog. Garret has been ill all week, but he’s better now.

I updated the game to use the latest Unity version, which as usual fixed some old issues we had in exchange for adding some new ones. Here are some of the more interesting glitches I encountered:

After a bit of work it’s running fine again now.

I also spent some time on internal tools, like this one that identifies some common problems with our audio setup:

And finally I tried an idea for getting the problem with people walking in circles on wide paths a bit under control:

It works alright on 2 and 3 tile wide paths, which seem to be the most common ones. On wider paths or big plazas it doesn’t work perfectly but reduces the problem. I think it’s a good tradeoff between an ideal solution and being performance friendly, but we’ll have to see what happens once everyone gets to play with it.