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.

Devlog Update 79 + Pre-Alpha 6

Pre-Alpha 6 is available now! Simply 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.

We also have a Windows 64bit version available now (we already had a 64bit version for Linux, and Mac is universal).

Note: if you’re using any mods you should update them, as mods from Pre-Alpha 5 aren’t compatible anymore. Most mods should have been updated to make them compatible by now.

Jumbo Estates, by lord-gonchar

Devlog

Gordon has been very busy with Parkitect audio this week!
Here’s what he’s got to say:

Audio stuff! I know you’re as excited about sound as I am and I am VERY. EXCITED. Firstly, we have added over 200 new audio files specifically to deco items, so now we have 30 new decos that whomp and clank into place when built.
But the really exciting news is that after hearing me whine about how hard it is to get authentic carnival instrumentation, reddit user mikeymillsjr reached out and blew our minds. Mikey is a band organ enthusiast, and has got us access to an INCREDIBLE instrument/machine, a legitimate 1924 Wurlitzer 165 owned by fellow enthusiast Glenn Thomas. This thing is the real deal–an absolute work of art–and we couldn’t be happier to have access to such an amazing machine.

Not only do we now have access to a bunch of real-as-it-gets classic tunes from the early 20th century played from physical paper rolls–roughly half an hour of which will be available in this update–but the machine is equipped to accept MIDI data so we can actually get it to play original compositions as well, and it is all thanks to these two awesome guys. We seriously cannot thank you enough.

Community Update

The modding community made some exciting progress this week as well, specifically H-POPS started working on the first custom flat ride:

More progress has been made since that video, so it looks like there’ll be some cool stuff coming up soon :)

Pre-Alpha 6 Changelog:

- added Inverted Coaster
- added ride music
- added people <-> water interaction
- added saving color palettes, picking colors from existing objects, repainting existing objects
- added mod settings
- added sounds for: Bobsled Coaster, Vertical Drop Coaster
- added new background music
- added a couple hundred new build sound effects
- added attraction options: wait for half full, wait for full (+ Alpine Coaster can’t run without full cars anymore)
- added new rain
- guests can leave trains now before they reached the front of the station
- improved mechanics behaviour for maintaining/repairing rides with multiple stations
- improved blueprint builder preview performance (a lot)
- some AI improvements; most notably made employees return to their assigned zone if they’re outside of it
- improved track heightmarks: always keep them visible at unconnected track ends
- made sure windows don’t accidentally get lost behind menu bars
- Windows: moved savegames, blueprints and mods to “My Documents/Parkitect” folder; fixes issues on Windows 10
- Linux: should fix windows not rendering properly
- fixed terraforming tool being fiddly when raising/lowering large sections of terrain
- fixed delivery crates getting stacked so high that handymen couldn’t pick them up
- fixed objects not following cursor nicely when snapping to grid corners
- fixed guests being stuck on ride exit if exit isn’t connected to a path
- fixed changing attraction waiting time not working
- fixed bobsled trains derailing when loading the game
- fixed bobsled trains derailing when pausing the game
- fixed excessive bobsled car swing on non-tube tracks
- fixed parts of notification bar text entries/windows sometimes showing through tunnel entrances
- fixed scrolling the deco builder window using mouse wheel sometimes not working properly
- fixed path builder remove button sometimes acting unpredictable, especially when removing stairs
- fixed zone borders/park fences not rendering properly in loaded parks
- fixed file name input fields (for savegames, blueprints) allowing invalid characters
- fixed being able to select/delete underground objects while not in underground mode

Devlog Update 78

Hello 2016! Last year was already pretty interesting, but this year should get quite exciting as well :)

The modding community over at ParkitectNexus keeps growing, which is fantastic! What’s not so great is that many mods need some kind of settings dialog and so far had to implement it themselves and opened it when hitting some hotkey, which started to become chaotic. So on the initiative of the modding community we added a mod settings screen that unifies all of that and also allows to turn off mods without having to uninstall them:

I also made two small mods myself for things that don’t need to be part of the main game - one is a template for a color palette changing effect:

The other is Twitch Integration, which allows viewers of a Twitch livestream to spawn their own guest and follow his activities. That should be fun :)
That one should be out shortly after Pre-Alpha 6 - which is a bit delayed this time due to the holidays as already said in last weeks post, but it should be done soon. We already started working on getting it stable and ready.

Devlog Update 77

Art Stream

Usually we’re doing a live stream at the end of the month, but due to the holidays we’re shifting it to January this time. Same for the next Pre-Alpha update.

Devlog

I made a simple change this week that improves the staff/guest AI quite a bit and helps with performance as well.

Imagine a worker who’s tasked with grabbing a delivery crate from the stack and bringing it to a shop. First of all the worker needs to figure out how to get to the delivery crate stack, if he even can get there at all. This is done using a pathfinding algorithm. Once the worker reached the crate and picked it up he needs to figure out how to get to the shop, again using a pathfinding algorithm.

But what if there is no path from the position of the crate to the shop? The worker unnecessarily went all the way to pick up the crate and wasted time that he could have used to work on something else. It would be better if the game checked whether the crate can be delivered before the worker goes to get it. Pathfinding is relatively fast, but doing a lot of it would quickly get too expensive. So this needs to be done slightly differently!

The solution is that the game simply knows at all times which paths are interconnected. This can be calculated very fast (and only needs to be recalculated if a path gets added/removed) using Flood fill, so now we can essentially check for free whether the crate and shop are reachable before doing the more expensive pathfinding calculation for how to get to these locations.

Here’s a debug view of this connectivity information:

It visualizes which paths are interconnected, so for example any path tiles with a dark green cube can only be reached from other path tiles with a dark green cube. If you’re on a path tile with a dark green cube you can’t reach tiles with a blue cube.

The game keeps separate versions of this for the guests and employees, since guests can additionally use rides to move around the park.

This can be used in a couple of other scenarios too: for example employees who are assigned to a zone will now immediately return to that zone if they’re outside of it (e.g. Janitors who transported a trash bag out of the park). It was previously too expensive to find a reachable path tile within the zone.