It’s time for another Art Stream! Come join us on Garrets Twitch channel on Wednesday (November 29th) at 1pm PDT to chat while watching some new Parkitect art being created.
Devlog
Garret added an alternate Monorail train based on a design by Fabrice:
And I used some breaks between programming to help with plants:
The older shrubs in the game are more or less just green spheres or cubes, and making a bigger variety of plants with so little detail was problematic. So we tried adding a bit more detail for these and think it still fits the style of the game nicely.
It’s time for another Art Stream! Come join us on Garrets Twitch channel on Wednesday (November 29th) at 1pm PDT to chat while watching some new Parkitect art being created.
Devlog
Garret added an alternate Monorail train based on a design by Fabrice:
And I used some breaks between programming to help with plants:
The older shrubs in the game are more or less just green spheres or cubes, and making a bigger variety of plants with so little detail was problematic. So we tried adding a bit more detail for these and think it still fits the style of the game nicely.
Parkitect has been complete and stable enough for a while now that calling it an “Alpha” doesn’t seem fitting anymore - so the next update will be “Beta 1″ :) Aside from the name change things will keep going as they have with the weekly devlog updates and monthly game updates until the game is finished. The biggest missing part for that is still the campaign, which is being worked on and progressing well.
Along with the Beta 1 update around the end of November we’ll also bump up the price slightly to $19.99.
Devlog
Luuk added marking terrain with “support rights” to the scenario editor, which is land you can’t directly build on but you can build across it:
And the color picker received a palette of nice predefined colors:
Tim has been working on improving savegame loading times and managed to reduce them by roughly 40%:
Most notably the annoying long freeze that happened on the loading screen is also gone now. Making these improvements possible required replacing a bunch of default Unity functionality with custom code. This affects many parts of the game so we’ll keep an extra close look on problem reports once this has been released to make sure no subtle bugs have crept in that we couldn’t find in our tests.
Parkitect has been complete and stable enough for a while now that calling it an “Alpha” doesn’t seem fitting anymore - so the next update will be “Beta 1″ :) Aside from the name change things will keep going as they have with the weekly devlog updates and monthly game updates until the game is finished. The biggest missing part for that is still the campaign, which is being worked on and progressing well.
Along with the Beta 1 update around the end of November we’ll also bump up the price slightly to $19.99.
Devlog
Luuk added marking terrain with “support rights” to the scenario editor, which is land you can’t directly build on but you can build across it:
And the color picker received a palette of nice predefined colors:
Tim has been working on improving savegame loading times and managed to reduce them by roughly 40%:
Most notably the annoying long freeze that happened on the loading screen is also gone now. Making these improvements possible required replacing a bunch of default Unity functionality with custom code. This affects many parts of the game so we’ll keep an extra close look on problem reports once this has been released to make sure no subtle bugs have crept in that we couldn’t find in our tests.
Parkitect has been fairly moddable for a while now, but it always required some coding skills. To make things easier some great community tools have been created in the past, but since the game keeps changing every month mods tend to break sooner or later which is frustrating for both modders and players.
To improve this situation Luuk has been working on an official modding tool for the past few weeks. Custom objects are the most common type of mod so the quick and easy creation of custom object mods is what the tool is focused on for now. It only takes a couple of clicks to get a 3D model working in the game:
Since this is an official tool we can ensure that mods created with this will continue to work with future updates of the game. We’re also making it open source in case anyone wants to contribute improvements.
To give modders a headstart the modding tool is fully compatible with the current version of the game and available right now over here: Parkitect Asset Editor
Also, with the next update we’ll add Steam Workshop support for mods allowing to install them with a single click! Modders will be able to upload and publish updates for mods directly through the game just as easy. When uploading a blueprint or savegame to the Workshop that contains any modded objects the required mods get automatically linked as dependencies so it’s easy to find and install any mods that are needed for using that blueprint/savegame.
Parkitect has been fairly moddable for a while now, but it always required some coding skills. To make things easier some great community tools have been created in the past, but since the game keeps changing every month mods tend to break sooner or later which is frustrating for both modders and players.
To improve this situation Luuk has been working on an official modding tool for the past few weeks. Custom objects are the most common type of mod so the quick and easy creation of custom object mods is what the tool is focused on for now. It only takes a couple of clicks to get a 3D model working in the game:
Since this is an official tool we can ensure that mods created with this will continue to work with future updates of the game. We’re also making it open source in case anyone wants to contribute improvements.
To give modders a headstart the modding tool is fully compatible with the current version of the game and available right now over here: Parkitect Asset Editor
Also, with the next update we’ll add Steam Workshop support for mods allowing to install them with a single click! Modders will be able to upload and publish updates for mods directly through the game just as easy. When uploading a blueprint or savegame to the Workshop that contains any modded objects the required mods get automatically linked as dependencies so it’s easy to find and install any mods that are needed for using that blueprint/savegame.
Employees gain experience by doing their work now. The more experienced they are the faster they complete their tasks and the less quickly they get tired.
They can also be sent to the Staff Training Room, a new park utility building where they train to gain experience more quickly.
Employees gain experience by doing their work now. The more experienced they are the faster they complete their tasks and the less quickly they get tired.
They can also be sent to the Staff Training Room, a new park utility building where they train to gain experience more quickly.
Alpha 19 is now available for download! The full change log is at the end of this post.
Devlog
We’ve added the Gentle Monorail Ride from last weeks Art Stream. It’s a very calm scenic ride that fits nicely above paths or between other rides:
There are a bunch of new scenario options:
And we’ve added an overall thoughts overview to the Average Guest Stats window, which helps identify problems with the park more quickly. You can also click individual entries and get markers for where these thoughts have appeared in the park, which has been added to all other thought lists as well. This helps for example with figuring out where guests visiting a certain ride are coming from:
Congratulations to the winners, and thanks to everyone for participating! There have been many more fantastic entries which you can of course still find on the Workshop.
Alpha 19 Build Challenge
It's the spooky season, so naturally this months challenge is to build a Ghost Mansion Ride! The top submissions get included in the next game update as default blueprints.
Changelog
added scenery visibility and rating system
added "Immersion" stat for guests showing how much they like the scenery
Alpha 19 is now available for download! The full change log is at the end of this post.
Devlog
We’ve added the Gentle Monorail Ride from last weeks Art Stream. It’s a very calm scenic ride that fits nicely above paths or between other rides:
There are a bunch of new scenario options:
And we’ve added an overall thoughts overview to the Average Guest Stats window, which helps identify problems with the park more quickly. You can also click individual entries and get markers for where these thoughts have appeared in the park, which has been added to all other thought lists as well. This helps for example with figuring out where guests visiting a certain ride are coming from:
Congratulations to the winners, and thanks to everyone for participating! There have been many more fantastic entries which you can of course still find on the Workshop.
Alpha 19 Build Challenge
It's the spooky season, so naturally this months challenge is to build a Ghost Mansion Ride! The top submissions get included in the next game update as default blueprints.
Changelog
added scenery visibility and rating system
added "Immersion" stat for guests showing how much they like the scenery