May 22, 2018
Parkitect - Sebioff
Garret made the existing concrete and wooden walls recolorable, which makes them a whole lot more useful:



I continued working on moving the AI code to a separate thread this week. It still needs a ton of testing, but overall work is going a bit faster than expected. The guest AI is ~95% done, pathfinding is running on its own thread as well now, and I’ve started working on moving the staff AI (which should not be too problematic overall since I can reuse most of the work done for guests).

There have been some requests for properly documented and more detailed benchmarks last time, so here’s one. These are the systems I tested on:

Low-end system:
Mac Mini 2014, Intel i5 @ 2.6GHz, integrated Intel Iris graphics
A system that’s pretty close to our minimum requirements. The main bottleneck is the lack of a proper graphics card - this system can’t even render an empty screen at 20 FPS at full resolution. Since we’re interested in the games CPU performance instead of the integrated graphics performance (and I got no other system to test with) I’ve lowered the resolution to the point where it can render an empty screen at ~55 FPS.

High-end system:
Windows 10 PC, Intel i7-6700K @ 4GHz, NVIDIA GeForce GTX 1060
A fairly recent and decent system.

I don’t have a mid-range system available for testing but it should be save to assume that performance would accordingly fall between the results from these.

All tests were run with the exact same scene and camera position in the Eastern Highlands demo park with 3.000 guests. This is a rather detailed park and that guest count is higher than it will be in the end for this park (we haven’t done a proper balancing pass yet to account for the improved performance, but something around 2.000 - 2.500 guests is probably more reasonable).



There have been some requests for “removing the guest cap” last week so I want to point out again that the game has no guest cap. If you build a park with better/more rides then there will be more guests.

The “Old” results are with the currently released Beta 6 version and the “New” results are with the upcoming multithreading version.



A fairly modest improvement of 10-15% for this specific scene. Not amazing, but nice. Worth pointing out though is that in the old version there can be some spikes occasionally where single frames take a bit longer to calculate, whereas in the new version it’s all very stable.

Improving guest performance is not only interesting for being able to have more guests in general, but also because the game allows speeding up time. Running the game at x3 speed means running the guest AI 3 times as often, so running a park with 3.000 guests at x3 speed is roughly comparable to running a park with 9.000 guests at x1 speed. This is where the performance improvements become more apparent.
Here’s the same test as above, but running at x3 speed.



The old version takes a pretty significant hit, whereas in the new version it barely has any performance impact at all.
May 15, 2018
Parkitect - Sebioff
One of my favorite things in simulation games is seeing your creation come alive and just sitting back, watching all the bustling activity.
In Parkitect it’s mostly all the guests running around who are responsible for creating this effect, and it’s not quite yet where we want it to be.
“The more the better” has been a sort of unofficial motto throughout development for us, whether it be object counts, park sizes or the amount of rides - the more we can add the better it’ll be for this game.

Guest counts are still lower than we’d like though and right now is the last good time to properly solve this, since increasing the amount of guests also affects the money balance and the entire campaign.
Improving guest performance has been a constant task nearly every month throughout development and it’s at a point now where the only significant further improvements can be gained from multithreading. The main hurdle there is that Unity, the game engine we’re using, is making multithreading really difficult. They are currently making very impressive progress to improve that for the future, but it’s too late for Parkitect to use the solutions they are working on. So I have finally started with finding my own solutions for these difficulties. It’s a very annoying task that requires going through the entire guest AI code and making it compatible, but so far it looks like it’ll be worth it!

As a first smaller improvement, overall performance in Beta 7 will be up to 15% better in busy parks.

The really big improvement will not be in Beta 7 just yet, but I hope I can release an experimental version for anyone interested in testing sometime during June. In the first tests it looks like we should be able to have quite a few more guests while at the same time having better performance overall. Here’s a small teaser:



That’s 8000 guests in a pretty detailed and big park (Northern Highlands), with roughly 1500 guests on screen, running at 65 FPS!

This is just a stress test of course and we won’t increase the guest count anywhere near this dramatically, because 1) it turns out “the more the better” has a limit where it stops being fun and 2) the game needs to run on weaker systems as well. Comforting to know though that guest performance should never be an issue again after all of this! You should also actually start seeing guests complain about long queue lines...
May 8, 2018
Parkitect - Sebioff
We’re back to working on the campaign again, so you know what that means - not too much to show right now :)
We made some good progress on figuring out and implementing how scenarios are going to be unlocked this week.

Since this would be a very short devlog update otherwise, let’s talk some more about the campaign, and first of all who’s working on it.
We’re extremely lucky to have two very talented builders from the community working on scenarios for the campaign: Silvarret and Joshua Tjarks. You have probably seen some of their work already, and so you’ll know that they are great park designers and very passionate about theme park games :)
Our main goal for the campaign is to make every scenario feel different in some way - especially of course by giving scenarios unique settings, but also by varying the starting conditions and goals and having a nice difficulty progression.
These two have been busy for 6-8 months now and they came up with so many ideas that in the end the campaign grew a bit bigger than we originally expected...

As a sneak peak to give you an idea what to expect, here’s a quick look at one of the scenarios - Coaster Canyon by Silvarret:




As a slightly easier scenario this park has lots of flat space for building huge coasters, and there’s also some space at the top of the canyon as an interesting option!

Building on a blank canvas can be difficult, so most maps come with some small pre-built structures to set the mood and hopefully provide you with inspiration for your own additions! We can’t wait to see what you’ll come up with :)
Parkitect - Sebioff
Beta 6 is now available for download! The full change log is at the end of this post.

Devlog

We added the Mini Monorail from this months Art Stream:



It’s a low-capacity, but also low-cost transport ride especially suitable for small parks (or short distance transportation in a bigger park). While working on the campaign we noticed that the bigger Monorails we already had make most sense in big parks and the Miniature Railway can be hard to fit into existing parks, so this new Mini Monorail nicely complements the transportation options in the game filling these gaps.

Garret continued adding and animating ride lights:



And Gordon finished a great new background music song! You can listen to a preview here.

Beta 5 Build Challenge Results

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

https://steamcommunity.com/sharedfiles/filedetails/?id=1350712561&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1350790538&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1357630362&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1350946056&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1350688479&searchtext=

Beta 6 Build Challenge

For Beta 6 the new Build Challenge is to build a Giga Coaster!
There's a special new rule for this challenge:
You can't use more than $10,000 of your budget on scenery.
There's a display telling you how much you can still spend on scenery items above the "Submit" button, so keep an eye on that!

The top submissions get included in the next game update as default blueprints.

Changelog
  • added Mini Monorail
  • added pine trees
  • added new background music
  • added lights to more flat rides
  • added option for changing flat ride light colors
  • added options for Mechanic and Janitor for customizing the tasks they should work on
  • added hovered object name as tooltip to object pipette tool
  • added deco window remembers last opened category
  • added revealing object in deco window when using object pipette tool
  • added hotkeys for changing size of resizable objects (+/- by default)
  • changed mod objects to be researchable in non-sandbox scenarios
  • improved building of paths
  • improved building of transport system pieces
  • improved object pipette tool to start building at the same height and rotation as copied object
  • improved camera rotation behaviour on very uneven terrain (especially with large vertical cliffs)
  • improved terraformer behaviour when using smoothen option around vertical cliffs
  • improved terraformer levelling tool performance (should fix a crash on systems with low RAM)
  • improved performance when hiding scenery during rain/night mode
  • improved hunger/thirst/tiredness park ratings
  • fixed terraforming tools flickering
  • fixed curves on vertical track segments not working properly anymore
  • fixed lighting messing with the colors in visualization views, making it sometimes hard to see what values the visualization was showing
  • fixed guests not actively heading for Customizable Shops when searching for food
  • fixed entertainers could sometimes be displayed with the wrong costume
  • fixed being able to train shopkeepers
  • fixed closed shops being opened after loading savegame
  • fixed error when placing fences on the terrain bounds
  • fixed a case where people would walk over terrain when trying to get somewhere
  • fixed objects placed in scenario editor giving refunds
  • fixed objects from blueprints sometimes not giving refunds when destroyed
  • fixed coasters not giving full refund when destroyed using the bulldozer tool
  • fixed hue slider in color picker window sometimes not reacting to clicks
  • fixed a crash on macOS when using the bulldozer tool
Apr 25, 2018
Parkitect - Sebioff
Art Stream
Come join us on Garrets Twitch channelon Wednesday (April 25th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog
The control hint box was redesigned. Hopefully more people will actually notice and read it now :D



Gabby made new pine trees:



The object pipette is being improved to start building at the same height and rotation as the object that’s being copied. It also shows the name of the hovered object and the deco window jumps to the category and position of whatever you’re copying.



Janitors and Mechanics received customization options for controlling which tasks they should work on:



This can be quite useful for example if you want to have a few janitors who should only clean paths without getting distracted by anything else.
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 - 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
...