Update 72

Art Stream

It’s time for another Art Stream once again! Join us on Garrets Twitch channel on Wednesday 12pm PST to chat and watch some new Parkitect art being created.

Time converter at worldtimebuddy.com

Devlog

We added a Bobsled Coaster!

Unlike the other coasters we have the Bobsled Coaster doesn’t run on rails, which means it can derail if you don’t design it carefully. That also made it a bit challenging to implement… I’m expecting to see some wacky stuff that needs fixing once everyone gets to play with it.

And we also added some alternate cars for existing coasters:

Update 71

We released a hotfix (Pre-Alpha 4b) for the lag spikes mentioned in last weeks blog post. Get it from your download link if you’re not using it yet :)

This week we added offset half loops that move one tile to the left or right:

The path builder received more attention this week yet again. Back when I implemented the drag-building for paths we didn’t have tunnels yet, so there were situations where dragging didn’t produce any useful results.
That’s been changed now:

It’s a tool that you use a lot, so it should be as easy to use as possible. I think we achieved that and I’m really happy with it now.

Originally we planned to mainly work on gameplay this month, but you might have seen that people started adding custom objects to the game:

Which is totally awesome! :D

We want building pieces from different sets to somewhat work with each other, and depending on how we implement our building tools these pieces might need to be modeled slightly differently, so Garret started working on a castle walls set to figure out how this’ll work and to sort of set a standard:

So we’re switching plans a bit and work on building tools for a couple weeks longer :)

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