It’s time for the April Art Stream, and this month it’ll be on Tuesday instead of the usual Wednesday.
Come join us on Garrets Twitch channel on Tuesday (April 25th) at 1pm PST to chat while watching some new Parkitect art being created.
Devlog
When adding the Calm River Ride last week we weren’t sure yet whether we’d be able to get the boats move around inside the channel as you’d expect or not. Since the channel is only a small bit wider than the boats it would have been alright if they just stayed inside in the center of the “track” at all times like any other ride, _but _we got the movement working now and it looks quite nice!Here’s a top-down view:
The path builder oftentimes decided to build tunnels when dragging across uneven terrain, which has been improved now:
You can still get tunnels by holding Shift while dragging.
There’s a new brush tool for changing the style of existing paths:
Garret added some new bamboo path objects:
Luuk added a bunch of small random events that should shake things up a bit every now and then.
There are positive and negative events. Some are entirely random, some can be prevented and some can be resolved by taking action.
And Luuk also added some nice animations for trash:
It’s time for the April Art Stream, and this month it’ll be on Tuesday instead of the usual Wednesday.
Come join us on Garrets Twitch channel on Tuesday (April 25th) at 1pm PST to chat while watching some new Parkitect art being created.
Devlog
When adding the Calm River Ride last week we weren’t sure yet whether we’d be able to get the boats move around inside the channel as you’d expect or not. Since the channel is only a small bit wider than the boats it would have been alright if they just stayed inside in the center of the “track” at all times like any other ride, _but _we got the movement working now and it looks quite nice!Here’s a top-down view:
The path builder oftentimes decided to build tunnels when dragging across uneven terrain, which has been improved now:
You can still get tunnels by holding Shift while dragging.
There’s a new brush tool for changing the style of existing paths:
Garret added some new bamboo path objects:
Luuk added a bunch of small random events that should shake things up a bit every now and then.
There are positive and negative events. Some are entirely random, some can be prevented and some can be resolved by taking action.
And Luuk also added some nice animations for trash:
Gordon bought a morin khuur a few months ago and has been practising it since, and now he’s finished his first song with it. Give it a listen over here. It’s a bit unusual, but we’ll find a good use for it :)
Tim keeps working on scenario features and has added a time constraint for goal completion:
With this setting, all goals need to be kept complete for the given amount of time before the scenario is won. If any of the goal conditions isn’t met anymore the timer resets.
And we’ve added another water ride, the Calm River Ride. It’s a low-intensity ride where boats float along a water channel and you can see on the right hand side here:
Gordon bought a morin khuur a few months ago and has been practising it since, and now he’s finished his first song with it. Give it a listen over here. It’s a bit unusual, but we’ll find a good use for it :)
Tim keeps working on scenario features and has added a time constraint for goal completion:
With this setting, all goals need to be kept complete for the given amount of time before the scenario is won. If any of the goal conditions isn’t met anymore the timer resets.
And we’ve added another water ride, the Calm River Ride. It’s a low-intensity ride where boats float along a water channel and you can see on the right hand side here:
This week, Garret added some new terrain textures so you can get more use out of the new terrain features introduced in Alpha 12:
Water adjusts to terrain changes by itself now so you don’t have to constantly update it manually after terraforming for a bit:
When connecting an existing pool of water to a hole it’ll remove the water though, otherwise you could accidentally flood stuff easily that you didn’t intend to:
And with that all the remaining big tasks regarding terrain we still had on our task list are done :) NICE.
We also added the first ride that makes proper use of lakes, the Submarines:
And Luuk added support for Steam Cloud, so if you’re playing on multiple systems through Steam all your savegames and blueprints automatically synchronize across them.
This week, Garret added some new terrain textures so you can get more use out of the new terrain features introduced in Alpha 12:
Water adjusts to terrain changes by itself now so you don’t have to constantly update it manually after terraforming for a bit:
When connecting an existing pool of water to a hole it’ll remove the water though, otherwise you could accidentally flood stuff easily that you didn’t intend to:
And with that all the remaining big tasks regarding terrain we still had on our task list are done :) NICE.
We also added the first ride that makes proper use of lakes, the Submarines:
And Luuk added support for Steam Cloud, so if you’re playing on multiple systems through Steam all your savegames and blueprints automatically synchronize across them.
Alpha 12 is now available for download! The full change log is at the end of this post. There have been some bigger changes under the hood, so please let us know if you encounter any problems. Note that support for DirectX 9 has been dropped with this update so if you have any trouble running Alpha 12 please make sure your graphics drivers are up to date / check for DirectX updates through Windows Update first.
Devlog
We’ve added the Inverted Double Swing ride from this weeks Art Stream. It’s a pretty interesting looking ride with a fairly small footprint, and it turned out quite nice:
When possible we try to use recordings of real ride sounds, so the audio team went to a nearby Go-karts track this week for a recording (and racing) session. Look forward to hearing the results of that in the future :)
Changelog
added Inverted Double Swing
added Robot entertainer
added Steam stats
added zoom to cursor
changed raising terrain/rides/buildings to 0.5 units from 1 (for new parks/scenarios)
improved terrain texturing
improved overall performance in busy parks
improved performance when hiding scenery
continued UI overhaul
terrain generator improvements
balance adjustments
fixed performance issues when selecting large amounts of terrain
fixed error message when switching into underground mode when it's raining while there's water on screen
fixed staff could sometimes take a long time to return to their assigned zone
fixed setting car rotation for Ghost Mansion Ride/Inverted Dark Ride not working
fixed a case where trains would not have the correct colors
fixed goals sometimes already being completed in custom scenarios
fixed not being able to click through hidden attractions
fixed a case where track was properly aligned but still didn't connect
fixed hydraulic launch section sometimes stopping trains abruptly, resulting in wrong ride stats
fixed hydraulic launch section launching train while block isn't clear
Alpha 12 is now available for download! The full change log is at the end of this post. There have been some bigger changes under the hood, so please let us know if you encounter any problems. Note that support for DirectX 9 has been dropped with this update so if you have any trouble running Alpha 12 please make sure your graphics drivers are up to date / check for DirectX updates through Windows Update first.
Devlog
We’ve added the Inverted Double Swing ride from this weeks Art Stream. It’s a pretty interesting looking ride with a fairly small footprint, and it turned out quite nice:
When possible we try to use recordings of real ride sounds, so the audio team went to a nearby Go-karts track this week for a recording (and racing) session. Look forward to hearing the results of that in the future :)
Changelog
added Inverted Double Swing
added Robot entertainer
added Steam stats
added zoom to cursor
changed raising terrain/rides/buildings to 0.5 units from 1 (for new parks/scenarios)
improved terrain texturing
improved overall performance in busy parks
improved performance when hiding scenery
continued UI overhaul
terrain generator improvements
balance adjustments
fixed performance issues when selecting large amounts of terrain
fixed error message when switching into underground mode when it's raining while there's water on screen
fixed staff could sometimes take a long time to return to their assigned zone
fixed setting car rotation for Ghost Mansion Ride/Inverted Dark Ride not working
fixed a case where trains would not have the correct colors
fixed goals sometimes already being completed in custom scenarios
fixed not being able to click through hidden attractions
fixed a case where track was properly aligned but still didn't connect
fixed hydraulic launch section sometimes stopping trains abruptly, resulting in wrong ride stats
fixed hydraulic launch section launching train while block isn't clear
March went past way too fast, but on the positive side that means it’s time for another Art Stream! Come join us on Garrets Twitch channel on Wednesday (March 29th) at 1pm PST to chat while watching some new Parkitect art being created.
Devlog
This week has mostly been maintenance, fixing bugs and making sure all the terrain changes don’t break the existing terraforming tools/terrain generator/old parks. One change worth mentioning is a performance improvement for off-screen guests. In some especially crowded parks we’ve seen CPU usage reductions of up to 50% with that :)
Garret added something cool though: a new Robot entertainer :)
March went past way too fast, but on the positive side that means it’s time for another Art Stream! Come join us on Garrets Twitch channel on Wednesday (March 29th) at 1pm PST to chat while watching some new Parkitect art being created.
Devlog
This week has mostly been maintenance, fixing bugs and making sure all the terrain changes don’t break the existing terraforming tools/terrain generator/old parks. One change worth mentioning is a performance improvement for off-screen guests. In some especially crowded parks we’ve seen CPU usage reductions of up to 50% with that :)
Garret added something cool though: a new Robot entertainer :)