Devlog Update 76

You might have seen a couple of bigger Parkitect videos this week, e.g. by Nerd³, Olli43 and MonotoneTim - it’s been a pretty great week (with a lot of time spent on answering emails), but we still got a few things done.

We added an Inverted Coaster!

And here it is in action:

And we added some ride music:

If you’re familiar with Gordons previous work you might recognize some of these titles…

There are only these four short calliope tracks so far that we’ll probably combine into one longer piece. More to come over time!

Update 75

It’s been a bit of a slow week, with a mix of smaller stuff and some non-development related tasks getting done.

The color picker has been completed for now:

Recoloring objects received a quick transition effect:

Gordon put sounds for the Bobsled Coaster and Vertical Drop Coaster into the game.

We’re testing some new rain:

(The animation is very fluent in the game, choppiness is due to GIF)

Guests don’t have to wait until their coaster car is at the front of the station anymore before they can leave. This allowed us to give rides a “wait until full” setting, which also means that the Alpine Coaster cars won’t run empty anymore.

And you can let your guests take a bath now:

We don’t show stuff that doesn’t make it into the game here very often, but here’s a little something - we thought it would be fun if a claw from a claw crane machine grabbed the guest when you pick him up, including rope physics:

It didn’t work as well as expected. The swinging made putting the guest down exactly where you wanted pretty annoying, so it got scrapped.

Update 74

Improvements for the color picker have been on our list for a long time and it gets requested a lot lately, so we started working on that. We still need to clean it up and make it look nice, so here’s just a screenshot of the current work-in-progress state:

There are new tools for picking colors from existing objects and recoloring them, and palettes can be saved.

Objects can have varying amounts of custom colors (1-4), which made designing the user experience for this window surprisingly difficult. I’m not entirely satisfied with how it currently works, but we got some ideas how to improve it. A couple more days of thinking and work and it should be fine :)

As a nice side-effect, with a little extra work we could also make these tools work for changing the colors of individual track segments and coaster cars:

Update 73 + Pre-Alpha 5

Pre-Alpha 5 is now available for download! Simply grab it from the download link that you received back when you purchased the game.

This is also our first Linux release! Note that officially we’re only supporting Ubuntu 12.04+, as that is what our engine supports.

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

Devlog

We had another fun art stream and Garret worked on some mixed stuff this time, including these nice Mine Carts that are alternate cars for the Wild Mouse coaster:

We had scenery objects that can be build off-grid or alternatively snapped to a grid while holding the Alt key for a while. To make it a bit more clear what’s going on the grid overlay rescales now while snapping is active:

And you can change the grid resolution now, for example hitting Alt + 1 snaps to the center of a tile, Alt + 2 subdivides each tile into 2x2 cells, Alt + 4 subdivides into 4x4 cells and so on:

And finally you can toggle between snapping an object to the center or the corners of the grid cells by hitting the key combination for the currently active grid resolution again, e.g. this is what happens when using Alt + 1 repeatedly:

The problem with key combinations is that they aren’t immediately obvious…you have to learn them somehow, you rarely just accidentally find them by yourself.
I’m still thinking about how the game can teach this to new players without a big “Hey did you know you can do this cool thing?” notice. Resizing the grid is mostly useful for the more “advanced” users who want to build a lot so it might not be too bad if it’s just casually mentioned somewhere deep in the control settings menu, but we’ll see…

Pre-Alpha 5 Changelog:

- added Linux support
- added Mod loading support
- added Bobsled Coaster
- added Castle Walls set
- added alternate cars for: Steel Coaster, Wild Mouse, Wooden Coaster
- added sounds for: Steel Coaster, Wild Mouse, Wing Coaster
- added offset half loops
- added tower ride height limits
- added terrain grid intensity option
- added closing windows with Escape
- added: hold Shift while dragging path to build tunnels through existing terrain
- added Entertainer functionality
- added adjustable terrain grid snapping for deco objects that aren’t locked to the grid (Alt + number key to change grid resolution)
- widened Wing Coaster loops so cars don’t clip into them
- using °F instead of °C when using imperial units
- disabled sounds for preview trains
- reduced memory usage
- improved path dragging behaviour when dragging over terrain that isn’t simple slopes
- improved builder behaviour when building raised objects (stays snapped to position + height after build)
- improved park load times
- improved terraforming performance
- overall performance improvements
- disallowed building tracked ride stations too far below the ground/too high up for paths
- Mac: disabled menu bar and dock in fullscreen mode
- fixed Enterprise being misplaced if rotated
- fixed balloons going crazy during low FPS
- fixed some of the terraforming tools freaking out a bit if dragging outside terrain bounds
- fixed weird stuff happening if starting to edit a tracked ride while its info window is open
- fixed new parks starting at wrong date if another park has been loaded before
- fixed visual glitches if editing a tracked ride while a visualization view was enabled
- fixed clicking attraction platforms not properly opening the attraction info window as intended
- fixed guests being stuck on rides if ride exit leads into an employee path
- fixed bad things happening if double-clicking the “New Park” button on the splash screen
- fixed grasses and terrain overhangs being visible in underground view
- fixed underground paths having handrails in some situations
- fixed a case where path tiles would not properly get removed
- fixed game being unresponsive if loaded with a corrupted settings file
- fixed clicking on terrain slopes not building stairs although the preview showed stairs
- fixes terraforming sounds sometimes not stopping