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 :)

Update 66

Garret created a new outfit for the Workmen during last weeks livestream:

(They previously used the same outfit as the Janitors)

We added a new confirmation UI element that should be less annoying than the previous “Are you sure you want to do this?” dialog that popped up in the center of the screen before:

I’ve added some caching for blueprint files, so even with hundreds of blueprints the blueprint picker should open without any lag now, whereas previously it had to touch and evaluate every file. It also allows us to add the number of available blueprints for a ride to the UI:

We put the first guest voice into the game! It’s 138 different sound clips alone and Gordon recorded a bunch of different voices, so there should be enough variation in the end :)

Gordon also finished another track! It’s another active one (don’t worry, there’ll also be really calm ones):

Update 65: Pre-Alpha 3 available

Hey everyone,

Pre-Alpha 3 is available now - this is also the first Mac release!
Simply grab the download from Humble.
Here’s how to get your download link if you don’t have it yet:

Lake Lagertha by Seameus, from ParkitectNexus

Pre-Alpha 3 Changelog:

- added Mac support
- added Double Ferris Wheel ride
- added Vertical Drop Coaster
- added Helix track segments
- added newest available game version check to splash screen
- added edge scrolling (disabled by default)
- added settings menu (+ settings for enabling edge scrolling, changing sound volumes)
- added coaster brake release sounds
- added support for 4:3, 5:4 screen aspect ratios
- added separate tab for transport rides
- added ride last maintained/toilet last cleaned displays
- added new Workman outfit
- adjusted support height limits to more closely match real rides
- balance: made guests less picky/stingy with rides
- balance: lowered how tired people get from walking
- balance: guests become more interested in different rides over time
- new attractions are more popular for a while
- redesigned save/load windows
- set default graphics quality to “Fantastic” instead of “Fastest”, OOPS (you can change graphics quality in the launcher before the game starts)
- increased zoom range
- performance: lowered people memory usage, reduced people load times ~12x
- made Entertainer recolorable
- fixed vomit footprints not being rendered properly anymore
- fixed chain lifts not catching trains properly sometimes
- fixed shop/flat ride/fence/path builders freaking out a bit when hovering cursor over vertical terrain
- fixed sometimes not being able to build a ride/shop next to vertical terrain even though there’s enough space
- fixed a case where trains did not derail when they should
- fixed broken water on lower quality settings
- fixed queue signs being misplaced if spawned on stairs
- fixed 5° banks not behaving properly, throwing the entire track banking off
- fixed missing collision/height limits checks on first tracked ride segment
- fixed building blueprints through trees