Devlog Update 88

Blueprints got a lot cooler this week - they can contain about anything now!
Scenery…

Paths, Flat Rides, Shops…

And any combination of these really, even multiple coasters:

You might remember from last years Blueprint announcement post that unlike savegames they can only store up to a certain amount of data, but don’t worry:

There is a lot of space - you could put entire small parks into it. The above blueprint is only filled to 40%.

You pick the objects that go into the blueprint with a rectangle or individual object selection tool:

We can’t wait to see what you’ll come up with!

Stone Man, by TheDeeGee

We also added new cobblestone and gravel path styles:

Devlog Update 87

Pre-Alpha 8 was released on Monday, so we took some time this week to watch people play to see what common problems they encountered and to find the areas that we need to improve most. The time right after a release is also great for fixing long-standing issues and improving old code, because if I break something now we’ve got a couple weeks left until the next release to notice it (on the contrary, doing bigger changes a couple days before release is always a bit scary).

We also worked on giving our website a makeover. Almost done! Won’t go online for a couple weeks though :)

We added a tilt-shift effect (blur near the top and bottom of the screen to make everything look more like a miniature):

It is disabled by default, but if you want to take some nice screenshots or record videos or even play with it there’s an option for it.

 And we added the Tourbillon ride:

It looks a bit like something out of a science fiction movie, but it is a real ride currently in development. The movement pattern in the game is randomized.

Devlog Update 86 + Pre-Alpha 8

Pre-Alpha 8 is now available for download!

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.

WIP Park, by 72206

Devlog

If you’ve used any Parkitect mods (such as the ones seen in the screenshot above) then you’ve probably used the great scenery sets by Kenney, so we’re very happy to say that Kenney is now supporting us with creating official scenery sets for the game :D

A lot of time this week was spent on figuring out standards to make sure that pieces from different sets and themes work together as good as possible and follow the same style. The first results are this generic set from Kenney that should work with about every theme:

And Garret made a set of spooky walls during the Art Stream this week:

And we finally added the Spiral Slide ride that Garret made during a Stream a while back:

Pre-Alpha 8 Changelog

- added Staff Room
- added Ghost Mansion Ride
- added Spiral Slide
- added generic and spooky walls
- added setting to flat rides for controlling how many rounds they go
- added “see through scenery” toggle
- added connecting to ride entrances/exits from the sides
- added color filters to graphics settings menu
- added TV deco objects
- added ride repair animation
- added log flume water flow animation
- added delivery crate stickers
- added fast object deletion: right-click an object, then drag the mouse around to only delete objects from the same category
- added recoloring multiple objects by click-dragging with the brush tool
- changed castle walls to be recolorable
- a bunch of game balance adjustments
- made path styles moddable
- fixed not being able to right-click-delete queues sometimes
- fixed custom colors of entrance tile not updating when recoloring queue
- fixed a case where guests stepped onto employee paths (possibly ride platforms too?)
- fixed Janitors not cleaning up if you dropped them on a pile of trash
- fixed bad path cursor positioning when right-click-deleting paths
- fixed delivery crates of removed shops staying around forever (get reused now if needed)
- fixed not being able to initiate angle slider drag by clicking anywhere on the circle
- fixed terraforming tools stopping to work when switching between tabs
- fixed guests occasionally leaving train before it’s fully inside station

Devlog Update 85

Art Stream

Next week is the last Wednesday of the month once again, and that means it’s time for another Art Stream! Join us on Garrets Twitch channel at 2pm PST to chat while watching some new Parkitect art being created.

Devlog

We’re all very busy currently, working on many different parts of the game at once and it feels like we’re getting lots of good stuff done. It’s exhausting, but that’s alright :)

We finally found a look for flowing water that we’re satisfied with:

The object deletion tool was improved to allow deleting stuff much faster, which is mostly useful for scenery. Simply hold and drag the mouse around after right-clicking an object to only delete objects of the same type/from the same category:

And we added the first park utility building, the Staff Room:

For now it’s simply a place for staff to take a break so they don’t have to hang out on benches with the park guests.

And another first: we added the first dark ride, the Ghost Mansion Ride!

It’s a slow ride with self-powered trains.

The cars can rotate into any direction as defined by the track designer:

Similar to brake segments the segment length influences the rotation speed, so you’ve got a bit of control over that. For example here’s a rotation on a short segment:

And the same rotation on a longer segment:

This ride is more limited in its build options compared to big coasters with their loops and whatnot, but having this rotation option makes it still interesting. Pretty happy with it overall :)