Devlog Update 207

We added an option for hiring a second research team, for a fee of $5000.

$5000 (and the monthly research cost!) is a lot during the beginnings of a scenario, but once the finances have stabilized this will speed up the second half of playing a scenario a bit where money is coming in fairly steadily but new rides are needed for attracting more guests.

And we finished the German translation. This helped with checking whether all text in the game is translatable, and since German text is fairly long it also helped to uncover some spots where the UI needed to be adjusted a bit to better fit the text. Other languages should probably fit as well now without too many further changes. Wunderbar!

We’re waiting a bit longer with getting more translations done because the text for the campaign and tutorial is still changing a bit but as soon as that’s final it’s all ready to be sent off to translators.

Devlog Update 206

Hey, we’re finally working on something again that can be shown without spoiling anything! Nice!
We started working on the tutorial, which will also be the first (skippable) scenario of the campaign.
It will take you step by step through the most important features of the game and give some explanations, so we started with getting a system in place for this.

Devlog Update 205 + Beta 9

Beta 9 is now available for download! The full change log is at the end of this post.

Devlog

Doing an Art Stream wasn’t possible this month, but we got a new ride for you anyways! Here’s the Top Scan:

We also added three new basic default terrains to pick from when starting a new park so you got at least something more interesting to choose from than just the flat terrain until the campaign is released without having to generate a terrain using the scenario editor.
The new maps are Lake:

River:

And Hills:

The park entrance for all default maps has been moved towards the center as well.

Changelog

- added Top Scan
- added some more default sandbox scenario terrains
- added guests can puke into trash bins
- added guests are annoyed by employees resting on benches
- added tunnel frames for shops and ride entrances built into vertical terrain
- reduced game load time when having many blueprints installed by ~10-60 seconds
- reduced how much park entrance fee guests are willing to pay if rides have high entrance fees as well
- reduced congestion near the station ends of boat rides
- improved loan balance
- fixed objects having wrong prices when placed on half-unit high terrain
- fixed being able to build path attachments without having enough money
- fixed being able to remove trees that have been marked as indestructible in the scenario editor by building paths through them
- fixed cases where shops would not receive shopkeepers
- fixed being able to build underwater friction wheels on splashdown sections
- fixed terraformer going crazy when used from a top-down view
- fixed tower rides using wrong light colors
- fixed Janitors cleaning paths despite being too tired to work
- fixed guests could get stuck when trying to sit on a removed bench
- fixed guests complaining about long ride times of boat rides
- fixed guests playing walking animation while riding elevator
- fixed shopkeepers spawning in wrong locations when closing and reopening shops

Devlog Update 204

Guests gained the ability to puke into trash bins. This can help with keeping cleanliness ratings under control in difficult areas, but since the bins need to be emptied eventually it can still keep the Janitors pretty busy… maybe even busier than before if the next trash dump is far away!

Guests will also have a negative thought now and lose some immersion when seeing an employee resting at a bench. Don’t forget to build staff rooms!