Related Games / Theme Parkitect, new RCT-based game
- 25-August 14
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RRP Offline
Devlog Update 80Art Stream
Garret will catch up on the December art stream next week. Join us on his Twitch channel on Wednesday, 12pm PST to chat while watching new Parkitect art being created.
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Devlog
It’s been a bit of a boring week for the devlog. Garret has been ill all week, but he’s better now.
I updated the game to use the latest Unity version, which as usual fixed some old issues we had in exchange for adding some new ones. Here are some of the more interesting glitches I encountered:
After a bit of work it’s running fine again now.
I also spent some time on internal tools, like this one that identifies some common problems with our audio setup:
And finally I tried an idea for getting the problem with people walking in circles on wide paths a bit under control:
It works alright on 2 and 3 tile wide paths, which seem to be the most common ones. On wider paths or big plazas it doesn’t work perfectly but reduces the problem. I think it’s a good tradeoff between an ideal solution and being performance friendly, but we’ll have to see what happens once everyone gets to play with it.
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Louis! Offline
That is a serious beast of a layout.
I'm sorry but this game is so what RCT3 should have been.
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Liampie Offline
RRP, your screens are always either too large or too small... This coaster looks spectacular. -
RRP Offline
Devlog Update 81
Art Stream
We had another fun art stream this week - and to get back on our normal schedule there’ll be another one next week!
As usual, it’ll be on Wednesday, 2pm PST on Garrets Twitch channel.
Counting Down To
Devlog
The deco builder window received an overhaul this week. We added object categories to organize everything a bit better, and the window also opens faster again because it doesn’t have to load everything at once.
The categories themselves aren’t finalized yet.
Garret set up this style guide for wall pieces to make sure all of our wall sets (and modded ones) will somewhat fit together.
We also released some objects for modders as scale reference. You can get them here.
He also reworked the existing castle walls to fit this style and added a bunch of nice new objects
Raised dirt paths turn into these shaky wooden constructions now.
We also added some SSAO. It’s really subtle and hard to see in a side-by-side comparison, but it does make a difference in the game and works well with our art style. Some closeups, first without SSAO:
And with SSAO:
If you properly want to see the difference, open the images in new tabs and switch between them. -
X7123M3-256 Offline
SSAO=screen space ambient occlusion. It's a method of approximating how much light from the environment will reach a given point, to give a better lighting effect, especially in situations where the ambient lighting is primarily diffuse.
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RRP Offline
You can see the difference here steve.Open 2 tabs and switch between
Without:
http://40.media.tumb...si3zx7_1280.png
With SSAO:
http://40.media.tumb...si3zx7_1280.png
This is a interesting mod aswell https://parkitectnex...roved-wandering
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RRP Offline
Yep,trying to maintain a decent height whilst keeping the footprint tiny.split lift hill?
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Roomie Offline
Not had too much time to play recently but still messing around. Still love the inverts in this game.
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