Apr 16, 2018
Parkitect - Sebioff
As planned, we’re working more on the campaign now and so everything else that’s getting done is mostly polishing.The path builder got some small improvements, the most important one being that it doesn’t move the “cursor” anymore if a path can’t be built for some reason (for example because of the location being blocked).



Previously it would continue moving no matter what, so in this example you’d continue building paths on the other site of the shop. That seemed like a useful behaviour in some situations but really wasn’t. It confused people and when they tried to “undo” their paths it confused them even more, because using the bulldozer button would not move the cursor back through the blocked location.

Transport system pipes automatically snap to the correct height now when hovering existing pipes (just like paths already did). These things can be a bit annoying to build and there are still a few things we should do to improve that, but this is a good first step.



The terraforming tool was notoriously destructive when terraforming near vertical cliffs with the smoothen feature enabled. It was improved to preserve vertical cliffs, which creates far less unpredictable huge terrain changes that are hard to clean up.



Water is one of the things where I can make a dozen tiny changes without ever being entirely satisfied, and so it has been changed once agan.



And finally, the flat ride lights have customizable colors now. An option to disable the lights has been added as well.


Apr 10, 2018
Parkitect - Sebioff
Just a quick update this time - this week was all about doing press/community work and collecting feedback (wow, there has been a ton). We also managed to release a couple of minor patches.


Lonely Hills Park, by DeficientGamer

The plan for this month is to spend most of our time on working towards finishing the campaign, so Beta 6 will probably mostly contain polishing, fixes and smaller features.

The reactions to the graphics update have been absolutely amazing, much better than we expected really!
It has brought a lot of new players to the game too, and so both our subreddit and Discord are very active right now - if you haven’t already, maybe you want to join too? :)
Thanks for everyone who is a part of our small community, we really appreciate your support :D


Brutalism Park, by Urben1680

The modders have been very busy as well and some very nice new mods have been released recently. Here's a selection of some favorites!

https://steamcommunity.com/sharedfiles/filedetails/?id=1354712119&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1350595529&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1351512761&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1353352580&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1349909768&searchtext=
Apr 10, 2018
Parkitect - Sebioff
Just a quick update this time - this week was all about doing press/community work and collecting feedback (wow, there has been a ton). We also managed to release a couple of minor patches.


Lonely Hills Park, by DeficientGamer

The plan for this month is to spend most of our time on working towards finishing the campaign, so Beta 6 will probably mostly contain polishing, fixes and smaller features.

The reactions to the graphics update have been absolutely amazing, much better than we expected really!
It has brought a lot of new players to the game too, and so both our subreddit and Discord are very active right now - if you haven’t already, maybe you want to join too? :)
Thanks for everyone who is a part of our small community, we really appreciate your support :D


Brutalism Park, by Urben1680

The modders have been very busy as well and some very nice new mods have been released recently. Here's a selection of some favorites!

https://steamcommunity.com/sharedfiles/filedetails/?id=1354712119&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1350595529&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1351512761&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1353352580&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1349909768&searchtext=
Parkitect

It's no secret many coaster simulator fans long for the old days of theme park management games. Chris Sawyer's original RollerCoaster Tycoon games are considered classics, with multiple revivals and a passionate community. Recently, the 3D style popularized by RollerCoaster Tycoon 3 and NoLimits has made a comeback. Those looking for a revival of the retro style, however, need look no further than Parkitect.

As a classic RollerCoaster Tycoon 2 fan, Parkitect looked exciting to me from the moment I saw its Kickstarter. Now, coming up on two years in Early Access, the game has grown from a simple recreation of the isometric rollercoaster sim to an evolution of it. Reviving such a classic genre is no easy task, but with the current, fifth beta release, indie studio Texel Raptor are getting close to opening their little theme park to the public.

Parkitect developers Garret Randell and Sebastian Sebioff Mayer told me setting their new theme park sim apart was a goal from the beginning. "People were unsure whether we were only trying to recreate older games or if we were going to add anything meaningful and new," they said, speaking jointly via email. 

The biggest changes lie in the park management systems. In Parkitect effective management means building facilities to keep staff happy as well as utility corridors to ensure stores across the park are stocked. If a staff member isn't performing or guests are leaving trash and breaking scenery, the game's tools let you know why. Also in the name of transparency, the finance management tools are clearly laid out. When taking a loan, you're given a list of banks with discrete interest rates and finance timelines, making the process of keeping your park funded feel more grounded in reality.

The expanded management toolset is accompanied by an incredible variety of rides. Parkitect's current beta has practically every flat ride you can think of and a massive selection of coasters, including newer developments like B&M's wing coaster and Rocky Mountain Construction's innovative monorail coaster. Building these feels almost exactly like you remember from RollerCoaster Tycoon, though Parkitect has also added tools to make newer designs like RMC's impossibly inverted hybrid coasters possible. 

Once your ride's built, simple-to-read visualizers help you determine what sections are providing the most excitement and where efficiency can be improved. You can even see how guests are reacting to the scenery along the ride's route thanks to systems that allow detailed creations to actually impact guest perceptions. 

All of this feels fleshed-out in the latest beta. What takes it above and beyond is a combination of massive community output and new graphical tweaks. Thanks to a revised visual system, it looks better than ever with gorgeous lighting that brings parks to life when the sun falls. Players can incorporate lights throughout their park's scenery, and flat rides come to life with flashing, colorful animations that look just like they do at the county fair. Those contributing to the extensive Workshop can even have their own creations tap into that new lighting engine. Examples include a recent mod adding catwalks to the game, allowing players to build true-to-life lighted walkways to the sides of their massive coaster hills, and a mod adding cars as scenery, all with their own working headlights.

Team Parkitect has its eyes on that community, and is very excited to see players stepping up. "Some very impressive custom scenery sets have been released recently," they told me, "and there's also really crazy stuff like on-ride cameras or completely new types of coasters." Community challenges set players loose on a particular kind of ride each month and the winning creations are added to the game. This kind of community outreach has allowed Parkitect to fill in what gaps remain in its arsenal, like default blueprints and a scenario system. 

That scenario-based campaign mode, Team Parkitect said, is their next major target. "The next big update we're working on right now is the campaign and a tutorial, which should be the best starting point once that's done." For now, the scenario designer has allowed hundreds of players to create and share fun starter parks, from extensively decorated landscapes to recreations of classic levels. Approaching the game myself after a long time away, the first thing I did was take a crack at this month’s community challenge. Jumping into a sandbox and playing with the tools feels great, and there's a lot of fun to be had in just poking around parks made by other players.  

Though it might look and feel like a classic, Parkitect uses new tech and exciting community tools to create a game that feels super fresh. Even for long-time fans of the genre, there's twists and tools that augment the experience in exciting ways. I only hope I won't have to wait in line too long for the game's official debut. 

Parkitect - Sebioff
Beta 5 is now available for download! The full change log is at the end of this post.

Devlog

Garret made a whole bunch of new decorative lamps during this weeks Art Stream:



And he lit the Swinging Ship to show how our ride lights work:



And we’ve added a new visualization to the track builder that highlights all the invidiual block sections. When using a block system there can never be more than one train inside each “block” of the ride for safety reasons, with a “block” being the section of the track between two positions at which trains can safely be stopped (so they can wait there until the block ahead of them is clear).This is a bit convoluted to explain in text, so hopefully this new visualization makes it easier to understand.




Beta 4 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
These are the 5 winning entries:

http://steamcommunity.com/sharedfiles/filedetails/?id=1321803282&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1321796976&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1324632216&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1322380731&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1322360907&searchtext=

Beta 5 Build Challenge

For Beta 5 the new Build Challenge is to build a Car Ride!
The top submissions get included in the next game update as default blueprints.

Changelog
  • completely overhauled visuals
  • added night mode and lights turn on during rain
  • added animated lights to flat rides
  • added graphics settings for Ambient Occlusion, Screen Space Reflections
  • added higher quality Tilt Shift effect
  • added decorative light objects
  • added Monorail Coaster
  • added Funnel Cakes stall
  • added tool for taking screenshots of the entire park (default hotkey: F11)
  • added small terraforming costs
  • added more guest voices
  • added rain protection visualization
  • added legends to visualization views
  • added block sections visualization to track builder
  • added water sections on Water Coaster terminate block sections now
  • added list of all shops/rides contained within assigned zone to hauler/mechanic info window
  • improved zone visualization
  • improved load times and memory use of custom ride music significantly (from many minutes to less than a second in some cases)
  • improved overall performance by up to 25%
  • reduced time it takes to go from a loaded park back into the main menu or into a different park
  • fixed market research results not being displayed correctly anymore since Beta 4
  • fixed guests having trouble to find the park entrance if the path from spawn to entrance has many crossings
  • fixed guests could accidentally leave the park if there are multiple park entrances next to each other
  • fixed rain protection not working for flat rides as intended
  • fixed Spinning Coaster cars rotating like crazy after loading savegame
  • fixed UI problems with the balloon shop
  • fixed tracked ride graphs being empty
  • fixed suspended cars not swinging anymore
Parkitect - Sebioff
Beta 5 is now available for download! The full change log is at the end of this post.

Devlog

Garret made a whole bunch of new decorative lamps during this weeks Art Stream:



And he lit the Swinging Ship to show how our ride lights work:



And we’ve added a new visualization to the track builder that highlights all the invidiual block sections. When using a block system there can never be more than one train inside each “block” of the ride for safety reasons, with a “block” being the section of the track between two positions at which trains can safely be stopped (so they can wait there until the block ahead of them is clear).This is a bit convoluted to explain in text, so hopefully this new visualization makes it easier to understand.




Beta 4 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
These are the 5 winning entries:

http://steamcommunity.com/sharedfiles/filedetails/?id=1321803282&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1321796976&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1324632216&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1322380731&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=1322360907&searchtext=

Beta 5 Build Challenge

For Beta 5 the new Build Challenge is to build a Car Ride!
The top submissions get included in the next game update as default blueprints.

Changelog
  • completely overhauled visuals
  • added night mode and lights turn on during rain
  • added animated lights to flat rides
  • added graphics settings for Ambient Occlusion, Screen Space Reflections
  • added higher quality Tilt Shift effect
  • added decorative light objects
  • added Monorail Coaster
  • added Funnel Cakes stall
  • added tool for taking screenshots of the entire park (default hotkey: F11)
  • added small terraforming costs
  • added more guest voices
  • added rain protection visualization
  • added legends to visualization views
  • added block sections visualization to track builder
  • added water sections on Water Coaster terminate block sections now
  • added list of all shops/rides contained within assigned zone to hauler/mechanic info window
  • improved zone visualization
  • improved load times and memory use of custom ride music significantly (from many minutes to less than a second in some cases)
  • improved overall performance by up to 25%
  • reduced time it takes to go from a loaded park back into the main menu or into a different park
  • fixed market research results not being displayed correctly anymore since Beta 4
  • fixed guests having trouble to find the park entrance if the path from spawn to entrance has many crossings
  • fixed guests could accidentally leave the park if there are multiple park entrances next to each other
  • fixed rain protection not working for flat rides as intended
  • fixed Spinning Coaster cars rotating like crazy after loading savegame
  • fixed UI problems with the balloon shop
  • fixed tracked ride graphs being empty
  • fixed suspended cars not swinging anymore
Parkitect - Sebioff
Art Stream

Come join us on Garrets Twitch channel on Wednesday (March 28th) at 1pm PDT. This time Garret will show how we’re updating old rides and will create some new scenery pieces. He will also demo the visuals update.

Devlog

Lights on!



Did you ever feel like your park looks a bit... boring when it rains? After this update that will no longer be the case, because all the lights actually work now.



And if you like it really dark you can turn on the new night mode whenever you want!



The Asset Editor has been updated so mods can use lights as well.

To fully capture the atmosphere of a theme park in the dark we’re updating all flat rides with hundreds of tiny lights.



Moreover, most of these lights also receive unique animation sequences. I have built us a tool for placing and animating the lights, and Garret has been busy working with it. So far we’re at over 6.000 animated lights, but there are still a bunch of rides left to update!



If you want to learn more about how we’re creating light animation sequences you should check out this weeks Art Stream where Garret will show how it works.

Until then here’s a quick video showcasing the new lights in action.
Parkitect - Sebioff
Art Stream

Come join us on Garrets Twitch channel on Wednesday (March 28th) at 1pm PDT. This time Garret will show how we’re updating old rides and will create some new scenery pieces. He will also demo the visuals update.

Devlog

Lights on!



Did you ever feel like your park looks a bit... boring when it rains? After this update that will no longer be the case, because all the lights actually work now.



And if you like it really dark you can turn on the new night mode whenever you want!



The Asset Editor has been updated so mods can use lights as well.

To fully capture the atmosphere of a theme park in the dark we’re updating all flat rides with hundreds of tiny lights.



Moreover, most of these lights also receive unique animation sequences. I have built us a tool for placing and animating the lights, and Garret has been busy working with it. So far we’re at over 6.000 animated lights, but there are still a bunch of rides left to update!



If you want to learn more about how we’re creating light animation sequences you should check out this weeks Art Stream where Garret will show how it works.

Until then here’s a quick video showcasing the new lights in action.
Parkitect - Sebioff
The new rendering pipeline allows us to use decals, so we can nicely project graphics on top of 3D geometry now. This is especially useful for the zone visualizations. Previously we drew zone borders that followed the terrain and rendered them on top of anything else. This didn’t work very well with objects that aren’t near the ground:



Now with the decals we can show the borders exactly where they are:



Both screenshots show the exact same zoning, but note how in the old one you can’t really tell which parts of the raised path and the buildings belong to which zone without going into a top-down view.

Decals also allow us to properly project puke onto stairs, which clearly is the killer feature everyone has been waiting for ;)



It really is nice to have though for gameplay reasons too, since the flat old sprite would sometimes get clipped so much on stairs that it was entirely invisible.

We added a new rain protection visualization (and all visualizations have these legends now at the top of the screen):



It might seem a bit pointless since "roofs protect from rain” is intuitively understandable without a visualization view...
We added it because there was nothing in the game that told you that this is actually something the game keeps track of, so it’s mostly there to remind you that you might want to take this into account when designing your park.

Garret finished a new ride, the Monorail Coaster:



This very unusual looking coaster is fairly cheap to build and fits into small footprints, but is still capable of all the elements you’d except from a big steel coaster. On the downside it has a relatively low capacity.
You can also spot a new shop here, the Funnel Cakes stall!

We added a higher-quality tilt shift effect that looks more interesting than the old one:



Of course by default it’s very subtle and not as strong as on this picture, but it’s nice to crank it all the way up every now and then for taking screenshots.

And finally, there’s a new tool for exporting big 4k screenshots of the entire park:


Parkitect - Sebioff
The new rendering pipeline allows us to use decals, so we can nicely project graphics on top of 3D geometry now. This is especially useful for the zone visualizations. Previously we drew zone borders that followed the terrain and rendered them on top of anything else. This didn’t work very well with objects that aren’t near the ground:



Now with the decals we can show the borders exactly where they are:



Both screenshots show the exact same zoning, but note how in the old one you can’t really tell which parts of the raised path and the buildings belong to which zone without going into a top-down view.

Decals also allow us to properly project puke onto stairs, which clearly is the killer feature everyone has been waiting for ;)



It really is nice to have though for gameplay reasons too, since the flat old sprite would sometimes get clipped so much on stairs that it was entirely invisible.

We added a new rain protection visualization (and all visualizations have these legends now at the top of the screen):



It might seem a bit pointless since "roofs protect from rain” is intuitively understandable without a visualization view...
We added it because there was nothing in the game that told you that this is actually something the game keeps track of, so it’s mostly there to remind you that you might want to take this into account when designing your park.

Garret finished a new ride, the Monorail Coaster:



This very unusual looking coaster is fairly cheap to build and fits into small footprints, but is still capable of all the elements you’d except from a big steel coaster. On the downside it has a relatively low capacity.
You can also spot a new shop here, the Funnel Cakes stall!

We added a higher-quality tilt shift effect that looks more interesting than the old one:



Of course by default it’s very subtle and not as strong as on this picture, but it’s nice to crank it all the way up every now and then for taking screenshots.

And finally, there’s a new tool for exporting big 4k screenshots of the entire park:


...