Related Games / Theme Parkitect, new RCT-based game
- 25-August 14
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Sebioff Offline
Q/E work for rotating the camera too, or Alt + Q/E for free rotate. Will make controls more customizable as soon as Unity adds their new input system (which might be a while...).
Scenery tab is due for a rework soon. We'll group objects by theme and categorize them (e.g. "Trees", "Benches", etc.). That should help
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Roomie Offline
Edit: Sebioff beat me to it
Actually the scenery tab is resizeable. at least it is on mine. I have a 4k monitor so i have almost all of them visible at once. (use the bottom right corner of the window)
I believe there are plans to separate into tabs later too.
And the downward sloped curve is coming
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In:Cities Offline
The scenery options with this game have so much potential.
Stoked to hopefully see more foliage options soon! The ability to raise / lower scenery options coupled with the ability to 'stack' them with eachother is definitely a huge plus in terms of building scenery - although it only seems to be applicable to the scenery pack mod by Kenney at the moment. Still, it feels a bit like playing rct with NCSO as far as being resourceful and utilizing objects in creative ways.
ParkitectAsian1.jpg (88.11KB)
downloads: 97I absolutely love the ability to free-rotate the cam. And the map view option is so great. I just wish I was able to zoom out a lot more while using it Can't wait to start focusing more on rides soon.
Loving this game so far.
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Mattk48 Offline
Wow, hype for this. Every screen shows more and more potential. I have no doubt that this will be a great replacement for our RCT someday.
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In:Cities Offline
Man that is awesome. So smooth.
I love how the distance of the grade can be adjusted so much. -
Steve Offline
Holy shit Josh so good. Confirms my faith in this game even more. RRP, too blurry! Want a better shot of that overview!
Can't wait for this game, beyond excited.
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RRP Offline
Here you go steve
Still just practicing unplanned really. 1 thing i've found is its important to establish a swatch set of colours early on, as you cant currently go back and repaint scenery without rebuilding it. Hint,hint seb,texture/colour paint brush please.
You also have a fun time guessing hex codes if you build,close game then try and continue
Built this then decided itd be better to build using real colours from photos rather than guessed. Will probably go over most of it again with a better swatch set.
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Mattk48 Offline
The RGB colour system is going to allow lots of freedom, coasters and atmospheres will feel unique
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In:Cities Offline
Been messing around with this a bit more.
Not really planning anything out too extensively - this is more or less a test park haha.
ParkitectAsian2.jpg (113.84KB)
downloads: 83ParkitectAsian3.jpg (110.63KB)
downloads: 77 -
Steve Offline
I recognize that blue building anywhere! Honestly, recreate the whole Japan pavilion; it would look great.
And thanks RRP, awesome.
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In:Cities Offline
Hahah You can definitely tell where I got my influence!
Going to start on a ride tonight. Probably that intended concept Mt Fugi coaster.
Its cool to be one of the first to build in this style with this game. Even though scenery options are extremely limited, its fun to do the whole 'NCSO' approach and try to figure out how things can be reappropriated as different objects. [Slanted walls as Asian inspired ridges on the roofs, low hedges as wood benches/railings, mushrooms as tables, etc.] Also, I realized that if you build a scenery piece that cannot be raised [basically anything but the new wall mod pieces] on a raised piece of land, and then lower the land, the piece will remain in place. An example is the farthest left table in the restaurant that was originally build on a raised section of land, but I lowered it to make room for foliage.
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robbie92 Offline
Josh, that looks awesome. Both you and RRP's work are making me really want to explore this. I'm not a good enough hacker to explore what Roomie's doing
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Roomie Offline
Yay half loops with an offset are in the game now. I can stop hacking mine together
Update 71We released a hotfix (Pre-Alpha 4b) for the lag spikes mentioned in last weeks blog post. Get it from your download link if you’re not using it yet
This week we added offset half loops that move one tile to the left or right:
The path builder received more attention this week yet again. Back when I implemented the drag-building for paths we didn’t have tunnels yet, so there were situations where dragging didn’t produce any useful results.
That’s been changed now:It’s a tool that you use a lot, so it should be as easy to use as possible. I think we achieved that and I’m really happy with it now.
Originally we planned to mainly work on gameplay this month, but you might have seen that people started adding custom objects to the game:
Building elements mod by KenneyNL
Which is totally awesome!
We want building pieces from different sets to somewhat work with each other, and depending on how we implement our building tools these pieces might need to be modeled slightly differently, so Garret started working on a castle walls set to figure out how this’ll work and to sort of set a standard:
So we’re switching plans a bit and work on building tools for a couple weeks longer
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Cocoa Offline
I demand more screens! Keep building things
I'm also definitely interested in that pov mod... someone should check that out with these pretty rollercoasters
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