Related Games / Theme Parkitect, new RCT-based game

  • MCI%s's Photo

    WDzqVrl.jpg

    Without our bags there would have been enough space for one more.

     

    But we should get back to topic, shall we?

  • Cocoa%s's Photo
    A whole year reading signs?? :p

    Anyway im bored of logflume speak, who really cares
  • RRP%s's Photo

    Regarding the notification bar - I think it works a bit differently from the one in RCT3, but it's been a long time since I played that so my memory might be a bit fuzzy. Didn't the RCT3 one always keep a certain size, so notifications would oftentimes be cut off, and you didn't see the newest notifications if it was fully collapsed? I'm not entirely sure anymore, but I think I can recall being annoyed by that.
    If that's true then I'd say ours works more like a mix between the ones in RCT2 and 3: automatically hidden until required to be visible, can be manually expanded to view the notification history.
    Anyways, since there's been some dislike for it - what improvements would you like to see there?


    iewD5MJ.jpgL9DpEks.jpg

    Back to topic guys. For me personally i don't mind how the notice bar looks. It's all about functionality. What's offered so far seem enough to me.
  • Louis!%s's Photo

    Hi!
    This is Sebastian, I'm the programmer for Parkitect. Been following this discussion for a while, but since you asked for it I thought I'd join :)


    Welcome! So good to have you here :)
  • RRP%s's Photo

    Update 47

    This week was all about coasters/tracked rides. Building track segments costs money now. Demolishing a segment refunds a part of the building costs depending on the age of the segment: within the first couple minutes of building it restores the entire costs, so you can experiment with the track layout without having to worry about wasting money. Afterwards it very slowly refunds less and less.

    Some janky seams between track segments got smoothened:
    tumblr_inline_np61rbB5Iu1si3zx7_500.gif

    We added half loops!
    tumblr_inline_np60ttHGRb1si3zx7_500.png

    And vertical tracks!
    tumblr_inline_np61v0jxKW1si3zx7_400.png

    Both were kind of tricky, so I’m glad they’re finally done and seem to work.

    I’ve been thinking about how to display height marks on tracks in the least confusing way. The problem is that you can easily get multiple markers occupying roughly the same space on screen, making them hard to read:
    tumblr_inline_np6dolSpln1si3zx7_400.png
    I tried scaling them by mouse distance:
    tumblr_inline_np6dpiWPmC1si3zx7_500.gif
    Helps!

  • Ling%s's Photo

    That's pretty sweet actually. Hopefully there's an array of different element sizes for inversions and things.

  • Dirk Pitt%s's Photo


     

    Update 47

    This week was all about coasters/tracked rides. Building track segments costs money now. Demolishing a segment refunds a part of the building costs depending on the age of the segment: within the first couple minutes of building it restores the entire costs, so you can experiment with the track layout without having to worry about wasting money. Afterwards it very slowly refunds less and less.

     

     

    Is this the only negative thing happen due to age? Will the paint deteriorate, the ride becoming more dangerous and prone to breakdown? etc. 
     

  • Steve%s's Photo
    This game looks so sick.
  • Austin55%s's Photo

    It's looking way better lately. 

  • RRP%s's Photo

    That's pretty sweet actually. Hopefully there's an array of different element sizes for inversions and things.

    Elements are scalable. Just like the bends and slopes. Im hoping you can build as freely along the vertical as you can on other slopes.

     

    @Sebioff Diagonal bend along the vertical slope possible?

     


     

    Is this the only negative thing happen due to age? Will the paint deteriorate, the ride becoming more dangerous and prone to breakdown? etc. 
     

    Visual wear would be cool. Could be something like a alpha channel texture overlay and slightly desaturate paint colour after set amounts of time.

  • RRP%s's Photo

    Update 48


    Art Stream
    Garret is going to stream some art again! Come join us Wednesday from 1pm-3pm PST on his Twitch channel to chat while watching some new art being created.

    Devlog
    A good amount of time this week has been spent on calculating a bunch of statistical numbers for tracked rides. They’ll be used for determining how much guests enjoyed your ride. The balancing is still entirely off and it’ll most likely take lots of tweaking over a long amount of time to get it right, but it’s a start.
    Gordon delivered the first set of sound effects for flat rides this week! Each ride got at least 3 unique sounds, so Gordon won’t run out of work soon and getting them into the game takes some time as well, but there are finally some motors, pneumatics and metallic clicks and creaks to hear. Here’s an example:


    https://vine.co/v/eMEJ9HHuagM
    (Volume cranked up all the way for demonstration purposes)
    And we’ve added a Topple Tower ride:

    tumblr_inline_npl43pbd6m1si3zx7_500.png
    It’s pretty big and slightly weird, but also quite interesting :)

  • RRP%s's Photo

    Update 49
     
    The plan for this month is to focus on putting more content into the game, ideally making use of the features that we already have.
    Here’s the Teacups ride from this weeks livestream (timelapse coming soon):

    tumblr_inline_npvzsfZSZ41si3zx7_500.png
    And we started working on different terrain types!

    tumblr_inline_npw04pcwwS1si3zx7_500.png
    (We finally fixed that gap in the path between the ride platform and entrance/exit :D)
    No transitions between different types of terrain yet, but we’ve got a rough idea how it might work.
    Also started working on a zoning tool:

    tumblr_inline_npxoav1m6N1si3zx7_500.png
    You can utilize it as a sort of planning tool, apart from that it doesn’t have much use yet.
    Garret also made a set of new scenery objects that are not in the game yet. Hopefully they will be soon!

  • Roomie%s's Photo

    Love that zoning tool. Useful for building group parks.

     

    and great to see some more flats added. RCT 1 and 2 were always a bit limited in that respect

  • RRP%s's Photo
    Update 50
    Art Stream
    Hey, there’s a second art stream happening this month! As usual: on Wednesday, Garret creates some nice new Parkitect art live on his Twitch channel. We’re starting one hour earlier this time though - 12pm to 2pm.

    http://www.twitch.tv/garret_r

    This week, we worked on hedges and fences.
    You build them similarly to paths using click & drag:

    5DtlxsL.jpg

    They automatically snap to the closest tile edge.
    At first we tried implementing them tile-based, like we did with the park fences, so there’d be one model for a flat fence, and one model for a sloped fence, and it’d place the correct one and rotate it depending on the terrain elevation. However, with hedges it quickly became clear that this wasn’t the best approach, since they need to follow the terrain shape pretty closely to look good, and we would have needed to create and manage quite a bunch of different tiles.

    jfDF3Ix.jpg

    So in the end what we did instead is to have just one single flat hedge/fence model and warp that to match the terrain shape.
    We got a nice selection of hedges/fences now, and adding more is pretty simple.

    MulzKvG.jpg

    (The hedges are custom-colored by the way, just like the trees)
    We also added these topiaries. They can be build off-grid, but sometimes you want to build them on-grid, for example when placing one precisely next to a hedge. We made it so you can hold a button to snap them to a grid:

    bJGQLsI.jpg

    You can build some nice gardens now

    dsYgaem.jpg

    And we improved last weeks zone visualization to more clearly show the boundaries:

    kcv0RLZ.jpg
  • Ling%s's Photo

    The grid snapping on/off is a great feature.

  • Steve%s's Photo

    This is shaping up to be a better game than RCT2.

  • RRP%s's Photo

    Update 51



    We added a mode that visualizes guests happiness:
    tumblr_inline_nqjxygyMfo1si3zx7_500.png

    It helps with spotting unhappy guests so you can check what complaints they might have. Or maybe you want to pick just the happy guests to get some praise for the amazing park you built

    It also helps us with debugging and balancing, actually, since we can more easily see ourselves now how guests react.
    And it looks pretty cool.

    And of course we added the Suspended Coaster that Garret modeled during his art stream this week:
    tumblr_inline_nqjyduQodv1si3zx7_500.png

    Watching it swing around the corners is quite fun!
    tumblr_inline_nqmc7neNTV1si3zx7_500.gif

    The above screenshot also demonstrates that tracks and some other things received a slightly more metallic look.

    If you missed this months live streams we now got the time lapse videos for you! Here’s the Teacups:
    http://themeparkitec...92907/update-51
    And the Suspended Coaster:
    http://themeparkitec...92907/update-51

  • RRP%s's Photo

    https://vine.co/v/eJrBO6m0gZr

  • Roomie%s's Photo

    Looking good. The suspended looks cool and the gardens really start to make the game more complete.

  • Dirk Pitt%s's Photo
    Is it me or does that first car of the suspended swing less than the last car of the train in that animation? It looks like the swining animation is based on a multiplier, each car swings more than the one in front of it, or at least thats how it appears to me.

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