Update 30

Got the detection of which grid tiles are crossed by a coaster track segment working. It’s being used to detect whether the segment is within the park boundaries or not and for drawing the footprint grid lines like in the other builders:

The flowerboxes received custom color pickers:

Unlike the trees with their predefined palette their color can be chosen freely.

Garret made a new ride during this weeks livestream and here it is working in game:

(It’s sped up in the GIF for some reason)

If you missed the stream we got the entire thing for you in the Twitch archive or a timelapse here:

Update 29

Art Stream

Garret will be doing another art livestream next week - tune in to his Twitch channel on Thursday, from 1pm to 3pm PST!

The last few streams got crazy long, so Garret will try to end it at 3pm this time.

Edit: moved from Wednesday to Thursday.

Devlog

Started this week with fixing a couple more issues, but that’ll be enough for now. It’s really interesting to see that even after staring at the game for hundreds of hours other people will still do things you never tried or thought of. You tend to develop a habit of always testing the same things all over again after a while, so it’s really beneficial to have some other people test even early on.

We’re now planning what to work on during the next weeks/months. The main focus for a while should be to get more gameplay implemented. I did some AI work but there’s nothing to show in GIF-form yet.

There’s a new park overview camera mode:

Pan, rotation and zoom works like in the normal view.

We’re not using a level-of-detail system yet (replacing far away objects with less detailed versions for better performance), but as you have more objects on screen at once in this view we might have to. Maybe we’ll just replace the people with dots? We’ll see once we have more content and bigger parks to test with.

Update 28

This week has been more of the work we did last week, except in crunch mode - fixing bugs, adding a splash and loading screens, making screen transitions work…not the most exciting stuff to talk about in a devlog I’m afraid!
The pre-pre-alpha builds are done and out now though (Edit: for the $100 “Early Prototypes” tier Kickstarter backers, you should have received a mail if you’re in that group), so we should slowly be returning to our regular work schedule soon.

Gordon got this catchy preview of song #2 for you this week:

It’s stuck in my head since a couple of days.

Garret redesigned the logo once more. It’s now a mix of the last two versions. We gave animating it a try:

He seems to be pretty satisfied with it so this one might stay.

Earlier this week he also spontaneously decided to do a quick impromptu art livestream. It somehow turned into a much longer session than planned and included the following results:

If you want to watch the entire thing there’s a recording of it available on his Twitch channel.

Update 27

Programming-wise this has been a pretty uneventful week, it’s mostly been fixing bugs and doing some polish work in preparation for the pre-alpha (not that it’ll be bug-free or super polished, but at least it shouldn’t contain some of the nastiest issues. They’ll have to be fixed anyways, so now is as good a time as any).

Gordon delivered a whole bunch of really awesome sound effects this week. Garret has been busy with creating these beautiful new deco items:

It’s possible to build curved slopes and curved slope-to-flat transitions now:

These are the flattest slopes, and as you can see the curved slope is huge…it probably shouldn’t be allowed to build them even steeper. We’ll also need much flatter ones for helixes.

Some common feedback we received for guests was that it looks bad if they simply walk through each other - I agreed but was afraid that fixing that would kill performance. I at least wanted to give making them avoid each other a try though:

It still remains to be seen how much of an performance impact this has in huge parks, but I’m somewhat confident that it might actually work. I’d definitely like to keep it in the game if possible since it really does look a lot nicer.