Update 70

If you tried Pre-Alpha 4 already you probably noticed some lag spikes whenever guests come on screen. It turned out to be a bug in Unity 5.2 that we didn’t notice before release, so I’ve spent some extra time this week on creating and reporting reproduction cases of performance issues and bugs in all of our third party tools. And I’ve also done some optimizations on our side of course.

Yep, something is definitely wrong here.

I’ve also worked some more with Tim and Luuk of ParkitectNexus, and as a result the game will be able to run mods without requiring the ParkitectNexus Client (although that’s still an excellent tool for easily installing mods and keeping them up to date).
This also means that mods will work on Mac (and Linux, once available)!

The default behaviour when dragging paths above ground is to build stairs across hills. You can simply hold shift now to build a tunnel instead:

The “active” window is slightly highlighted now and can be closed using Escape. Pinned windows are excluded from this.

Update 69 + Pre-Alpha 4

Garret created this fantastic Haunted House during this weeks art stream, and some fitting terrain textures and fences:

(We also fixed that annoying bug where objects placed in front of water would have lots of white pixels around them)

Gordon created a new spooky ambient song :)

And Pre-Alpha 4 is available now! :D

Happy Halloween!

Pre-Alpha 4 Changelog

- added Alpine Coaster
- added Haunted House
- added people voices
- added 2 new fences
- added a bunch of spooky scenery items
- added 2 new terrain materials
- added assigning employees to zones
- added Imperial unit system option
- added LOD for a couple of objects
- added terrain height limit
- added transparent tunnels while in underground view
- updated path builder (improved build previews, raising/lowering paths)
- made snapping to paths work while in underground view (improves building underground paths, shops, benches etc.)
- improved underground view on/off toggling
- allowed placing new initial station platform after removing all segments of a ride from within the track builder
- increased max. path height
- performance: loading blueprint lists is pretty much instant now
- opened up more systems for modding
- improved park loading speed a bit
- fixed Double Ferris Wheel not working anymore after loading savegame
- fixed wrong sitting pose on Log Flume cars
- fixed not being able to right-click-delete through build previews
- fixed: removed handrails on stairs into underground tiles
- fixed follow-cam button scrolling view to wrong position if putting a tracked ride into test mode while game is paused
- fixed built object moving around while shift-raising and moving the camera
- fixed various smaller annoyances related to building stuff
- fixed white artifacts around objects placed in front of water
- fixes problems with cursor not matching UI positions in fullscreen mode
- fixed Janitors path sweep animation not playing correctly
- fixed Janitors sometimes getting stuck in toilets if cleaning them while guests are using them

Update 68

Art Stream

It’s time for another art stream! Come join us on Garrets Twitch channel on Wednesday starting at 12pm PST to chat and watch some new Parkitect art being created.

Time converter at worldtimebuddy.com

Devlog

We’ve upgraded to Unity 5.2. It’s been out for a while and wasn’t stable enough to ship builds with, but seems to be fine now. This means we can finally use dropdowns:

Pretty crazy stuff.
We’ve been waiting for that to add assigning employees to zones:

An employee assigned to a zone won’t leave that zone unless he has to (e.g. for fetching a crate), so that should help with keeping your workers nicely distributed.

Garret started working on a set of scenery for the current season:

He also added lower detailed models for a bunch of existing objects for zoomed out views.

And we’ve added this new Alpine Coaster:

It’s a fairly gentle ride, but guests operate the toboggans brakes themselves which makes it a bit more thrilling :)

Update 67

We’ve added another 12 voices to the game, which puts us at a total of ~1.700 different voice audio clips. They still need some proper mixing and Gordon intends to record even more but it’s starting to sound pretty good! :)

Here’s an impression:

The path builder has been long due for a bit of a rework since it hasn’t changed much while the rest of the game grew and evolved. It received previews for the initial tile to make it work like all the other builders in the game:

That also makes building underground and raised paths work as you’d expect:

And other objects snap to underground paths now while in underground view:

I’ve also worked a bit with Luuk Holleman on opening up more systems to modding, so you should be seeing some cool stuff from that area in the future :)