Parkitect - Sebioff
Alpha 2 is now available for download! The full change log is at the end of this post.


Thrillville, by muuuh

Devlog
We added the Inverted Dark Ride this week:

It has powered trains and the seat rotation can be controlled by the track.
It’s also a bit of a hybrid between a dark ride and a coaster - the track can control the trains speed, so you can make it run slowly through some thematic scenes and then speed up and get quite fast (for a dark ride at least) to add some more thrilling parts to the ride:

We also added Dutch and Danish translations - thanks so much to everyone helping with translating the game over on our translation website!

Community Update
H-POPS released Mod Spark this week, his Parkitect modding tool. It has support for creating all sorts of custom park objects including flat rides, shops, path types and even coaster trains. This tool makes creating mods as easy as it can get, so if you want to get into creating mods for Parkitect you should definitely give it a look :)

Alpha 2 Changelog
- added Inverted Dark Ride
- added "Overview" window that gives an overview of rides/shops/staff/guests and allows searching for them
- added marking staff/guests as favorites to more easily find them again
- added graphs for park population, park ratings
- added synchronized product prices across shops
- added brakes for gentle slopes
- added lift ends act like block brakes
- added UI scale option
- added option for snapping camera to isometric angles (45°)
- added guests remember their favorite ride
- added rebinding for more keys
- added volume setting for people voices
- added spinner buttons to number input fields + changing values using scrollwheel
- added Dutch and Danish translations
- adjusted how much guests are willing to pay for park entrance depending on prices of rides in the park
- improved track builder usability
- improved attraction safety stat (didn't really work as intended previously)
- improved interaction of block segments with stations
- improved handling of shopkeepers
- improved handling of errors during game startup
- improved initial game loading screen to be responsive while loading and added a loading animation so it's clear that it didn't crash
- improved savegame and blueprint load/save times by up to ~20%
- overall performance improvements
- fixed finance graphs and improved them
- fixed guests would never throw away their trash except on paths with trash bins
- fixed guests releasing balloons while on rides
- fixed guests staying stuck in queue if queue is deleted below them
- fixed a case where guests could step onto employee paths
- fixed a rare case where people could get stuck
- fixed a rare case where a guest would never leave the park until the savegame is reloaded
- fixed being able to place Star Shape, Spiral Slide in invalid positions
- fixed being able to build tracks below 0
- fixed a case where employees would stop working
- fixed balloons still having color in visualization views
- fixed background music
Parkitect - Sebioff
Alpha 2 is now available for download! The full change log is at the end of this post.


Thrillville, by muuuh

Devlog
We added the Inverted Dark Ride this week:

It has powered trains and the seat rotation can be controlled by the track.
It’s also a bit of a hybrid between a dark ride and a coaster - the track can control the trains speed, so you can make it run slowly through some thematic scenes and then speed up and get quite fast (for a dark ride at least) to add some more thrilling parts to the ride:

We also added Dutch and Danish translations - thanks so much to everyone helping with translating the game over on our translation website!

Community Update
H-POPS released Mod Spark this week, his Parkitect modding tool. It has support for creating all sorts of custom park objects including flat rides, shops, path types and even coaster trains. This tool makes creating mods as easy as it can get, so if you want to get into creating mods for Parkitect you should definitely give it a look :)

Alpha 2 Changelog
- added Inverted Dark Ride
- added "Overview" window that gives an overview of rides/shops/staff/guests and allows searching for them
- added marking staff/guests as favorites to more easily find them again
- added graphs for park population, park ratings
- added synchronized product prices across shops
- added brakes for gentle slopes
- added lift ends act like block brakes
- added UI scale option
- added option for snapping camera to isometric angles (45°)
- added guests remember their favorite ride
- added rebinding for more keys
- added volume setting for people voices
- added spinner buttons to number input fields + changing values using scrollwheel
- added Dutch and Danish translations
- adjusted how much guests are willing to pay for park entrance depending on prices of rides in the park
- improved track builder usability
- improved attraction safety stat (didn't really work as intended previously)
- improved interaction of block segments with stations
- improved handling of shopkeepers
- improved handling of errors during game startup
- improved initial game loading screen to be responsive while loading and added a loading animation so it's clear that it didn't crash
- improved savegame and blueprint load/save times by up to ~20%
- overall performance improvements
- fixed finance graphs and improved them
- fixed guests would never throw away their trash except on paths with trash bins
- fixed guests releasing balloons while on rides
- fixed guests staying stuck in queue if queue is deleted below them
- fixed a case where guests could step onto employee paths
- fixed a rare case where people could get stuck
- fixed a rare case where a guest would never leave the park until the savegame is reloaded
- fixed being able to place Star Shape, Spiral Slide in invalid positions
- fixed being able to build tracks below 0
- fixed a case where employees would stop working
- fixed balloons still having color in visualization views
- fixed background music
May 22, 2016
Parkitect - Sebioff
Art Stream

Time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

We spent this week on addressing some general usability feedback and often requested features.

First of all we added an option for scaling the UI up or down. The UI always automatically scaled depending on your screens DPI which is fine for most situations, but on small laptop screens it’d use up too much space; or if you’re recording at a high resolution the UI would look fine on your screen but too small when watched on YouTubes scaled down resolutions. So that can be manually adjusted now.

One thing we always saw people struggle with in the track builder is that after selecting a special segment from the list on the right they got confused by the curve and slope buttons getting disabled. They didn’t know how to deselect these special pieces. The buttons for the special pieces were simple toggles, so to deselect a piece you’d have to click on it again, but we noticed people would try to click on about any button in the builder UI (including the disabled ones) instead of clicking on the selected piece again to deselect it.

So we’re not disabling the curve and slope buttons anymore, and clicking on any special piece but the selected one will deselect it.

This allowed us to add another thing that got requested a lot: building a piece by clicking on the already selected option a second time. We couldn’t do this so far because that was already reserved for deselecting pieces.


Sometimes it wasn’t clear what certain pieces do or why they can’t be built in some situations, so we added tooltips to help with that.


Input fields for currencies and other numbers got formatted properly and received spinner buttons to speed up doing small adjustments. You can also adjust values using the scroll wheel if you’ve got one on your mouse.

And finally, shops received an option for keeping their prices synchronized across the park.
May 22, 2016
Parkitect - Sebioff
Art Stream

Time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

We spent this week on addressing some general usability feedback and often requested features.

First of all we added an option for scaling the UI up or down. The UI always automatically scaled depending on your screens DPI which is fine for most situations, but on small laptop screens it’d use up too much space; or if you’re recording at a high resolution the UI would look fine on your screen but too small when watched on YouTubes scaled down resolutions. So that can be manually adjusted now.

One thing we always saw people struggle with in the track builder is that after selecting a special segment from the list on the right they got confused by the curve and slope buttons getting disabled. They didn’t know how to deselect these special pieces. The buttons for the special pieces were simple toggles, so to deselect a piece you’d have to click on it again, but we noticed people would try to click on about any button in the builder UI (including the disabled ones) instead of clicking on the selected piece again to deselect it.

So we’re not disabling the curve and slope buttons anymore, and clicking on any special piece but the selected one will deselect it.

This allowed us to add another thing that got requested a lot: building a piece by clicking on the already selected option a second time. We couldn’t do this so far because that was already reserved for deselecting pieces.


Sometimes it wasn’t clear what certain pieces do or why they can’t be built in some situations, so we added tooltips to help with that.


Input fields for currencies and other numbers got formatted properly and received spinner buttons to speed up doing small adjustments. You can also adjust values using the scroll wheel if you’ve got one on your mouse.

And finally, shops received an option for keeping their prices synchronized across the park.
May 15, 2016
Parkitect - Sebioff
Alright, we’re somewhat back to our normal schedule!
As a reminder, these devlog entries are a glimpse at what we've been working on during the last week. The things that are shown are usually released in the next Alpha update (at the end of the month). You can read all of our previous devlog entries over here.

This week we added a new “Overview” window that is a sort of info hub for everything in your park. It lists all attractions, shops, employees and guests and allows searching through them. For attractions it also gives a quick info about their state and allows changing the entrance fee to make changing prices on multiple rides easier.

People can be marked as “favorite”. It’s simply a little visual marker so you can more easily find them again...

...and it sorts them to the top of the “Guests” overview tab.

The park finance graphs were a bit of a remnant from when we first started working on a proper UI for the game. They never really worked and thus weren’t very useful. That’s changed now!


And we added additional graphs for the amount of guests in the park and all of the park rating categories.
May 15, 2016
Parkitect - Sebioff
Alright, we’re somewhat back to our normal schedule!
As a reminder, these devlog entries are a glimpse at what we've been working on during the last week. The things that are shown are usually released in the next Alpha update (at the end of the month). You can read all of our previous devlog entries over here.

This week we added a new “Overview” window that is a sort of info hub for everything in your park. It lists all attractions, shops, employees and guests and allows searching through them. For attractions it also gives a quick info about their state and allows changing the entrance fee to make changing prices on multiple rides easier.

People can be marked as “favorite”. It’s simply a little visual marker so you can more easily find them again...

...and it sorts them to the top of the “Guests” overview tab.

The park finance graphs were a bit of a remnant from when we first started working on a proper UI for the game. They never really worked and thus weren’t very useful. That’s changed now!


And we added additional graphs for the amount of guests in the park and all of the park rating categories.
May 9, 2016
Parkitect - Sebioff
Hey everyone! For all the new people who just joined the community this week: this is our weekly devlog where we're posting what we got done during that week. This week is a bit unusual since not much actual development got done due to the Steam launch, so check out any of the previous 95 entries if you're curious what these are usually like :)


The big thing this week was the Steam launch of course - it went pretty well! The ratings are at 97% positive right now and there haven’t been too many major technical issues - we’ll have to see how things look in a couple weeks, but so far so good :)

In development news we’ve released a patch version (Alpha 1a) since last week that mostly fixed some more small glitches and added a couple minor features (most notably block sections are working as intended now and the Mac/Linux versions are running much more stable now).

The last few days we’ve mostly been reading and responding to feedback. The most common complaints so far are:

The game is not available in my language
This is something I wish we had been a bit more prepared for... we had translation support in the game for a long time but didn’t get any translations done. We could have handled that way better.
We got lots of offers from people to help with translations so to rectify this we’ve set up crowdsourced translations over here, which means anyone can help with translating the game into their language.
We might still get some professional translations done for the more common languages but for now this is the fastest way to fix this and allows us to add support for rare languages too.

There is no campaign
This one is a bit tricky - it simply doesn’t make any sense for us to work on a campaign before the game is feature complete. We’d have to redo it all and throw away a lot of work to update campaign levels as more content gets put into the game in the future.
While the Steam description says that the game only has a sandbox mode at the moment and that a campaign will be added in the future some people don’t seem to read that and then become disappointed after purchase. Not sure yet how to solve this best so we’ll just observe for a bit longer to see if this complaint keeps coming up.

There is no tutorial
For now we’ll add more informative tooltips and such, I think that’s generally a good idea. The coaster builder is a good example for that: it should tell you exactly why a certain build option is currently not available instead of just taking it away. Not a big fan of traditional tutorials personally but we really might need a small one that teaches the basics eventually.

Noticeable FPS drops if zooming out all the way in big parks
To improve this we’re mostly waiting for Unity 5.4, which brings some new features for improving performance if there are many objects on screen at once. The planned release date for Unity 5.4 is June, so I think we’ll have some improvements for this in the game by the end of July if everything goes well.
I’ll also check if we can do some other optimizations before that, but the biggest performance hit for zoomed out views specifically is from rendering all the thousands of individual objects in the park so I expect Unity 5.4 to help more with this than anything I can do right now.

It’s an Early Access game
Yes, it says so on the store page ¯\_(ツ)_/¯


All of our older players are helping a lot with this addressing these issues (thanks so much!) and things seem to calm a bit down now, so we should be able to jump right back into normal development and have some more interesting news again next week :)
May 9, 2016
Parkitect - Sebioff
Hey everyone! For all the new people who just joined the community this week: this is our weekly devlog where we're posting what we got done during that week. This week is a bit unusual since not much actual development got done due to the Steam launch, so check out any of the previous 95 entries if you're curious what these are usually like :)


The big thing this week was the Steam launch of course - it went pretty well! The ratings are at 97% positive right now and there haven’t been too many major technical issues - we’ll have to see how things look in a couple weeks, but so far so good :)

In development news we’ve released a patch version (Alpha 1a) since last week that mostly fixed some more small glitches and added a couple minor features (most notably block sections are working as intended now and the Mac/Linux versions are running much more stable now).

The last few days we’ve mostly been reading and responding to feedback. The most common complaints so far are:

The game is not available in my language
This is something I wish we had been a bit more prepared for... we had translation support in the game for a long time but didn’t get any translations done. We could have handled that way better.
We got lots of offers from people to help with translations so to rectify this we’ve set up crowdsourced translations over here, which means anyone can help with translating the game into their language.
We might still get some professional translations done for the more common languages but for now this is the fastest way to fix this and allows us to add support for rare languages too.

There is no campaign
This one is a bit tricky - it simply doesn’t make any sense for us to work on a campaign before the game is feature complete. We’d have to redo it all and throw away a lot of work to update campaign levels as more content gets put into the game in the future.
While the Steam description says that the game only has a sandbox mode at the moment and that a campaign will be added in the future some people don’t seem to read that and then become disappointed after purchase. Not sure yet how to solve this best so we’ll just observe for a bit longer to see if this complaint keeps coming up.

There is no tutorial
For now we’ll add more informative tooltips and such, I think that’s generally a good idea. The coaster builder is a good example for that: it should tell you exactly why a certain build option is currently not available instead of just taking it away. Not a big fan of traditional tutorials personally but we really might need a small one that teaches the basics eventually.

Noticeable FPS drops if zooming out all the way in big parks
To improve this we’re mostly waiting for Unity 5.4, which brings some new features for improving performance if there are many objects on screen at once. The planned release date for Unity 5.4 is June, so I think we’ll have some improvements for this in the game by the end of July if everything goes well.
I’ll also check if we can do some other optimizations before that, but the biggest performance hit for zoomed out views specifically is from rendering all the thousands of individual objects in the park so I expect Unity 5.4 to help more with this than anything I can do right now.

It’s an Early Access game
Yes, it says so on the store page ¯\_(ツ)_/¯


All of our older players are helping a lot with this addressing these issues (thanks so much!) and things seem to calm a bit down now, so we should be able to jump right back into normal development and have some more interesting news again next week :)
May 5, 2016
Parkitect - Sebioff
Hey! A lot of new players joined the community, so we thought it’d be good to quickly introduce everyone working on this game, as we’re sometimes using these names in blog posts and such.

Core Team

Sebastian is the programmer on this game, so he writes the code that makes everything work - from UI over AI and coaster physics to anything else. He also usually writes the devlog entries.

Garret is the artist who most likely designed and modeled anything you’ve seen in and around the game. He’s a 3D artist by trade, but apart from creating game models and animations he’s also done most of the 2D work like UI and logo design.

Both of them are also responsible for game design, so they decide what goes into the game and how it should work. They also handle most of the official community interaction and generally run this business.

Gordon is responsible for anything related to audio, which includes sound effects, music, guest voice recordings and sound & music for trailers. He’s a freelance artist operating under the name „A Shell In The Pit“. You might know his work from other games such as Rogue Legacy and Okhlos, but also non-game work such as the Smarter Every Day YouTube series.

Also

Em recently joined Gordon to work on his many projects and she’ll also be doing audio for Parkitect.

Kenney is a freelance artist who’s known in the game development community under the nickname „Asset Jesus“ for the huge amount of free high-quality game assets he provides. He’s joining us every now and then to support with 3D asset creation, mostly for scenery sets such as walls and props.

Other notable people

Luuk and Tim created ParkitectNexus, the largest community around the game. ParkitectNexus is a great place to share your blueprint creations and meet other players from outside the Steam community, and they host monthly build-off competitions focused on a certain coaster type or theme (and the top 3 entries in each build-off make it into the game!). They also single-handedly figured out how to mod the game before there was any official modding support and represent the modding community.

Marlon Wiebe is the funny guy behind the creation of the most recent trailers. His portfolio includes trailers for Darkest Dungeon, FTL, Axiom Verge and Crypt of the NecroDancer.

Trudi Castle is the freelance artist who created the promotional art of the staff members. Her portfolio includes work for Crytek, DeNA and Halo and lots of art for many other games in a variety of fantastic styles.
May 5, 2016
Parkitect - Sebioff
Hey! A lot of new players joined the community, so we thought it’d be good to quickly introduce everyone working on this game, as we’re sometimes using these names in blog posts and such.

Core Team

Sebastian is the programmer on this game, so he writes the code that makes everything work - from UI over AI and coaster physics to anything else. He also usually writes the devlog entries.

Garret is the artist who most likely designed and modeled anything you’ve seen in and around the game. He’s a 3D artist by trade, but apart from creating game models and animations he’s also done most of the 2D work like UI and logo design.

Both of them are also responsible for game design, so they decide what goes into the game and how it should work. They also handle most of the official community interaction and generally run this business.

Gordon is responsible for anything related to audio, which includes sound effects, music, guest voice recordings and sound & music for trailers. He’s a freelance artist operating under the name „A Shell In The Pit“. You might know his work from other games such as Rogue Legacy and Okhlos, but also non-game work such as the Smarter Every Day YouTube series.

Also

Em recently joined Gordon to work on his many projects and she’ll also be doing audio for Parkitect.

Kenney is a freelance artist who’s known in the game development community under the nickname „Asset Jesus“ for the huge amount of free high-quality game assets he provides. He’s joining us every now and then to support with 3D asset creation, mostly for scenery sets such as walls and props.

Other notable people

Luuk and Tim created ParkitectNexus, the largest community around the game. ParkitectNexus is a great place to share your blueprint creations and meet other players from outside the Steam community, and they host monthly build-off competitions focused on a certain coaster type or theme (and the top 3 entries in each build-off make it into the game!). They also single-handedly figured out how to mod the game before there was any official modding support and represent the modding community.

Marlon Wiebe is the funny guy behind the creation of the most recent trailers. His portfolio includes trailers for Darkest Dungeon, FTL, Axiom Verge and Crypt of the NecroDancer.

Trudi Castle is the freelance artist who created the promotional art of the staff members. Her portfolio includes work for Crytek, DeNA and Halo and lots of art for many other games in a variety of fantastic styles.
...