Related Games / Theme Parkitect, new RCT-based game

  • MCI%s's Photo

    Nice! Is the set finished yet?

  • Steve%s's Photo

    Wow. And I thought RCT2 was detailed... Still, awesome. Does this game have an object limit?

  • RRP%s's Photo
    @MCI: not yet http://www.shyguyswo...ic,18404.0.html

    @Steve : I don't think so,but ill let seb confirm that
  • Sebioff%s's Photo

    Nope, no hard object limits.

  • RRP%s's Photo

    Devlog Update 86 + Pre-Alpha 8

    Pre-Alpha 8 is now available for download!
    Grab it from the download link that you received back when you purchased the game.
    Use the key resender if you lost your download link.
    The full change log is at the end of this post.

    tumblr_inline_o39r27Kzd21si3zx7_1280.jpg

    WIP Park, by 72206

    Devlog
    If you’ve used any Parkitect mods (such as the ones seen in the screenshot above) then you’ve probably used the great scenery sets by Kenney, so we’re very happy to say that Kenney is now supporting us with creating official scenery sets for the game :D
    A lot of time this week was spent on figuring out standards to make sure that pieces from different sets and themes work together as good as possible and follow the same style. The first results are this generic set from Kenney that should work with about every theme:

    tumblr_inline_o39sgenOIN1si3zx7_1280.png
    And Garret made a set of spooky walls during the Art Stream this week:

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    And we finally added the Spiral Slide ride that Garret made during a Stream a while back:

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    Pre-Alpha 8 Changelog
    - added Staff Room
    - added Ghost Mansion Ride
    - added Spiral Slide
    - added generic and spooky walls
    - added setting to flat rides for controlling how many rounds they go
    - added “see through scenery” toggle
    - added connecting to ride entrances/exits from the sides
    - added color filters to graphics settings menu
    - added TV deco objects
    - added ride repair animation
    - added log flume water flow animation
    - added delivery crate stickers
    - added fast object deletion: right-click an object, then drag the mouse around to only delete objects from the same category
    - added recoloring multiple objects by click-dragging with the brush tool
    - changed castle walls to be recolorable
    - a bunch of game balance adjustments
    - made path styles moddable
    - fixed not being able to right-click-delete queues sometimes
    - fixed custom colors of entrance tile not updating when recoloring queue
    - fixed a case where guests stepped onto employee paths (possibly ride platforms too?)
    - fixed Janitors not cleaning up if you dropped them on a pile of trash
    - fixed bad path cursor positioning when right-click-deleting paths
    - fixed delivery crates of removed shops staying around forever (get reused now if needed)
    - fixed not being able to initiate angle slider drag by clicking anywhere on the circle
    - fixed terraforming tools stopping to work when switching between tabs
    - fixed guests occasionally leaving train before it’s fully inside station

  • RRP%s's Photo

    Devlog Update 87
    Pre-Alpha 8 was released on Monday, so we took some time this week to watch people play to see what common problems they encountered and to find the areas that we need to improve most. The time right after a release is also great for fixing long-standing issues and improving old code, because if I break something now we’ve got a couple weeks left until the next release to notice it (on the contrary, doing bigger changes a couple days before release is always a bit scary).
    We also worked on giving our website a makeover. Almost done! Won’t go online for a couple weeks though :)
    We added a tilt-shift effect (blur near the top and bottom of the screen to make everything look more like a miniature):

    tumblr_inline_o3mny31rBF1si3zx7_1280.png
    It is disabled by default, but if you want to take some nice screenshots or record videos or even play with it there’s an option for it.
     And we added the Tourbillon ride:

    tumblr_inline_o3n0nh6mw11si3zx7_1280.png
    It looks a bit like something out of a science fiction movie, but it is a real ride currently in development. The movement pattern in the game is randomized.

    https://vine.co/v/iXDZB2zM20w

  • RRP%s's Photo

    More info on shyguys building set:

     

    How freely can all of these parts be placed? Do they all snap to their size, or to quarter tile lengths, or do they have Alt+# freedom?

    They ALL have Alt+# freedom and can be raised and lowered by increments of .1 (1/4 high pieces by .05).



    Windows1.jpg
    The first set of window objects includes a wall with an opening for a small window, a small window frame, small window frame w/muntins, and finally, a complete window with panes. The later can be placed anywhere, on any wall, as seen with the in-game "spooky" wall.


    Windows2.jpg
    And the muntins (sash bars) only, with & without panes. For those who want a simple window without the bulky frames. These can only be placed on walls with the correct window opening.

  • RRP%s's Photo

    Devlog Update 88

    Blueprints got a lot cooler this week - they can contain about anything now!
    Scenery…

    tumblr_inline_o3z6d5R1uK1si3zx7_540.png
    Paths, Flat Rides, Shops…

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    And any combination of these really, even multiple coasters:

    tumblr_inline_o3xeov5nCE1si3zx7_540.png
    You might remember from last years Blueprint announcement post that unlike savegames they can only store up to a certain amount of data, but don’t worry:

    tumblr_inline_o3xfzajsJe1si3zx7_540.png

    The Pier, by kev-vink

    There is a lot of space - you could put entire small parks into it. The above blueprint is only filled to 40%.
    You pick the objects that go into the blueprint with a rectangle or individual object selection tool:

    tumblr_inline_o3xho22LoB1si3zx7_500.gif
    We can’t wait to see what you’ll come up with!

    tumblr_inline_o3xfdaRxWC1si3zx7_540.png

    Stone Man, by TheDeeGee

    We also added new cobblestone and gravel path styles:

    tumblr_inline_o3xgbc7jr91si3zx7_1280.png

  • Roomie%s's Photo
    That is massively useful.

    And hooray for more paths.
  • RRP%s's Photo

    That is massively useful.

    And hooray for more paths.

     

    Agreed,always dreamed of a copy and paste feature for RCT. Now you can easily copy and move an entire area,or move it between half finished parks.

  • Scoop%s's Photo
    Has this feature been in the the works or did you get inspiration from planet coaster? :p
  • Sebioff%s's Photo

    Nah, when we added the blueprints half a year or so ago we knew we wanted this and developed them with this in mind.

    It actually was mostly working for all that time even. There just wasn't a UI for it yet and a couple things needed a bit of cleaning up, but mods could have already used it if they wanted to. It just didn't make sense for us to work on making this an official feature any earlier since there wasn't enough content in the game to make much use of it.

    I wonder if PC will also store them as pngs ;)

  • Roomie%s's Photo

    https://www.youtube.com/watch?time_continue=97&v=DwAGxrBvwog

    love this mod which allows you to place a camera to take screens from a point as you make a park. And then you can place them into a timelapse. 

  • RRP%s's Photo

    ShyGuy's Building Set 1 Released
    Building-Set-Complete.jpg
    124 pieces.Download: http://www.customsce...=view;down=3188

  • Roomie%s's Photo


    Devlog Update 89

    We remade the settings screen:

    tumblr_inline_o48xa7P7zS1si3zx7_1280.png

    Apart from looking nicer there’s now a proper way to rebind keys and we’re adding a bunch of new hotkeys. This is also open to modding, so mods can make their controls configurable through this and register their own hotkeys.
    The Graphics tab gained options for changing the resolution, which means we can finally disable Unitys default configuration launcher that opened before the game.

    Guests now properly head for certain parts of the park even if they don’t own a map, but less frequently than if they have one.

    Fences can be raised now (and there’s a new one), rocks received some coloring options, and we added some missing roof pieces:

    tumblr_inline_o48xwrikx61si3zx7_1280.png

    (Couldn’t think of a proper building to showcase these, heh)

    Flat rides can use the “spooky” platform fences that were only used by the Haunted House so far, or you can disable them entirely for easier theming:

    tumblr_inline_o48y4kt06F1si3zx7_1280.png

    We also changed the approach how we’re calculating the excitement rating of tracked rides since the old one didn’t work for dark rides like the Ghost Mansion Ride. We did a balancing pass that should result in some more diversified and fair excitement ratings, but as usual with balancing we’ll see how that works out once everyone gets to play with it.

     

    Cool option to remove fences from rides. makes some better themeing options there.

     

     

  • RRP%s's Photo

    Parkitect%20Pre-Alpha%209.jpg
    Parkitect Pre-Alpha 9 has been released

  • Six Frags%s's Photo

    Is this game ever to come in regular alpha, let alone beta and/or final game?

  • Sebioff%s's Photo

    It's just a label, but we'll change it soon once the game goes on Steam Early Access. That'd be what an alpha/beta usually are combined (adding more features until it's feature complete + making sure there are no bugs), so I guess we'll label it "alpha", skip "beta" and it'd go straight to "final" after that.

  • Ling%s's Photo

    I haven't been following this super closely - what else is on the list to be added? I assume since it's "pre-alpha" you expect to continue adding core content for some time.

  • Sebioff%s's Photo

    A bunch of gameplay stuff is still missing (some bigger systems haven't been started/talked about yet), more content in general (rides etc), campaign/scenarios, improvements of existing stuff. We'll be busy for a while, yeah  :)

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