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[PC] Theme Parkitect

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  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 178

I worked on some long-requested coaster features this week.
Curves have similar slope options as straight pieces now, meaning curves can transition directly into a slope or to a different slope angle:



This allows building some smooth elements that were not possible before.



And we’re adding LSM launches. This is a magnetic launch system that allows accelerating to high speeds without having to stop the train. It‘s fairly expensive though!


  • Beakzz
  • Registratie: juni 2008
  • Laatst online: 13:14
Wordt dit ook nog echt gespeeld, want het lijkt meer een dev blog momenteel. Dit spel blijft een beetje op mijn radar hangen (vooral omdat ik hoop dat het management gedeelte nog wordt aangepakt), maar ik zie weinig enthousiaste verhalen of pics van eigen parken hier :?

  • mschol
  • Registratie: november 2002
  • Niet online
quote:
Beakzz schreef op dinsdag 30 januari 2018 @ 17:43:
Wordt dit ook nog echt gespeeld, want het lijkt meer een dev blog momenteel. Dit spel blijft een beetje op mijn radar hangen (vooral omdat ik hoop dat het management gedeelte nog wordt aangepakt), maar ik zie weinig enthousiaste verhalen of pics van eigen parken hier :?
ik probeer keer op keer dit spel op te pakken, maar om de een of andere reden kan hey mij niet lang genoeg blijven boeien (iets wat rct wel kon)

anders had ik wel plaatjes e.d. gepost

[A] LEGO 76042 SHIELD Helicarrier


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 179

Art Stream

It’s time for the first Art Stream of 2018! Come join us on Garrets Twitch channel on Wednesday (January 31st) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

Gabby made these new props this week: a birch tree, giraffe statue, turtle topiary, spooky lamps and string lights.



Luuk added a bit of extra UI so shops that are accidentally not connected to a path are easier to spot:



And a new tab in the shop and ride info windows makes it easier to find any running tasks associated with it and see what your staff are doing:


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 180 + Beta 3

Beta 3 is now available for download! The full change log is at the end of this post.

Devlog

The Magic Carpet ride from this months Art Stream went into the game:



And Gabby finished another nice tree:



Changelog

- added Magic Carpet
- added First Aid Room
- added LSM launches for Steel Coaster, Giga Coaster, Wing Coaster
- added new track pieces for combinations of curves and slopes (e.g. going into a slope on a curve piece)
- added Fantasy props and building pieces, two trees, Spooky lamps, string lights, Giraffe statue, Turtle topiary
- added shopkeepers who aren’t needed anymore get fired automatically
- added ghost trains keep running while the game is paused
- added tracked rides can crash when trains collide
- added ride breakdown types
- added ride crash consequences
- added tab to shop/attraction info windows showing tasks related to it
- added filters for certain thoughts to overall thoughts list
- added search to savegames list
- added more sound effects
- adjusted effects of rain and temperature on how interested guests are in rides/food
- improved shadow quality, especially on coaster tracks
- fixed Ferris Wheel animation
- fixed not being able to replace fences of raised flat rides
- fixed weird pathfinding if station entrance/exit is placed in-line with station platform
- fixed supports not adapting to terrain changes anymore
- fixed a crash in the track builder when going from an inverted section into a vertical segment
- fixed being able to place flat rides outside the park bounds since Beta 1
- fixed a case where boats could get misaligned inside the station/pushed outside the station after loading savegame
- fixed guests did not use transport rides if the park is closing
- fixed guest stat visualizations sometimes not working when zoomed out

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 181

I’m doing maintenance tasks and preparations for upcoming features currently, so there’s not a whole lot to say about that. I also did some optimizations for very big parks that can improve performance by up to 15% and fixed some stuttering.

Luuk is working on the generic shop counter that sandbox players have been asking for a long time:



It allows selling any products that are available in the other normal shops that have been researched.




Devlog Update 182

Maintenance month continues, so again not a lot to show this week.
We’ve updated to the latest version of Unity and also updated all of our other third-party assets. There were a few small hiccups here and there but overall it went pretty smoothly.

Water coaster channels can be properly embedded into the terrain and lakes now without creating tunnels:



And Gabby got a new Maple Tree:






Devlog Update 183

Art Stream

Come join us on Garrets Twitch channel on Wednesday (February 28th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

It’s been a long time since we added any new shops, so here are two: a Turkey Legs stall and a Juice Stall selling nice refreshing fruit juices.

catwheel18 wijzigde deze reactie 28-02-2018 21:45 (52%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Had er even een paar gemist.

catwheel18 wijzigde deze reactie 28-02-2018 21:40 (96%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 184 + Beta 4

Beta 4 is now available for download! The full change log is at the end of this post.

Devlog

We added the Floorless Coaster from this weeks Art Stream:



Apart from the floorless cars it features a new type of brake, the holding brake, which stops and holds trains on slopes for a customizable amount of time:



Changelog

- added Floorless Coaster
- added holding brakes to some coasters
- added Turkey Legs stall
- added Fruit Juices stall
- added generic shop counter
- added Maple Tree, Elephant Statue
- added demolishing objects that have been placed in the scenario editor no longer give a refund
- added graphics setting for adjusting LOD distance
- changed time to start in Year 1 instead of Year 0
- increased guest count by ~10%
- improved guest distribution over the park
- improved overall performance by up to 15%
- improved performance when hiding scenery
- improved performance when using custom camera mods
- improved tunnels on Water Coaster
- fixed some custom ride music mp3s not loading
- fixed a case where shuttle coaster trains could disappear after saving the game
- fixed a case where guests would enter Transformer ride while it’s in the wrong position

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  • catwheel18
  • Registratie: november 2011
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Devlog Update 185 - Visuals Update (1)

While last month was focused on maintenance work, March will be all about visuals.
We have switched rendering pipelines from a forward renderer to a deferred render over the past few weeks, which completely changes how the game is being rendered and allows us to use some nice modern graphics features with very little performance cost.

To begin, we’ve added Ambient Occlusion which adds some shadows to occluded areas, giving the entire scene more depth. It works very well with Parkitects clean art style and is something we wanted from the beginning, but previous versions we tried were very performance heavy and flickery. This one is nearly free and very stable and high quality.

We also gave the camera a bit more perspective and overhauled the lighting and color balance.





We’ve also enabled a slight bit of tilt shift by default. As usual there are graphics settings for these new effects so you can adjust them to better fit your preferences.

See the next post for higher resolution comparison shots!

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  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Het is best een tof spel maar ik mis een beetje de kick die ik bij rct destijds wel had. Met dezelfde levels.

Ergens voelt het niet af nee, is er al duidelijk wanneer de makers denken de boel wat strakker geregeld te hebben?

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • Tomski1986
  • Registratie: september 2011
  • Laatst online: 21-01 18:05
quote:
Boudewijn schreef op maandag 12 maart 2018 @ 21:35:
Het is best een tof spel maar ik mis een beetje de kick die ik bij rct destijds wel had. Met dezelfde levels.

Ergens voelt het niet af nee, is er al duidelijk wanneer de makers denken de boel wat strakker geregeld te hebben?
Ik denk dat dit gewoon komt door ouder te worden. Het nieuwe en leuke aan een spel is er vlug af.

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  • catwheel18
  • Registratie: november 2011
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Devlog Update 186 - Visuals Update (2/3)

The new rendering pipeline allows us to use decals, so we can nicely project graphics on top of 3D geometry now. This is especially useful for the zone visualizations. Previously we drew zone borders that followed the terrain and rendered them on top of anything else. This didn’t work very well with objects that aren’t near the ground:



Now with the decals we can show the borders exactly where they are:



Both screenshots show the exact same zoning, but note how in the old one you can’t really tell which parts of the raised path and the buildings belong to which zone without going into a top-down view.

Decals also allow us to properly project puke onto stairs, which clearly is the killer feature everyone has been waiting for ;)



It really is nice to have though for gameplay reasons too, since the flat old sprite would sometimes get clipped so much on stairs that it was entirely invisible.

We added a new rain protection visualization (and all visualizations have these legends now at the top of the screen):



It might seem a bit pointless since “roofs protect from rain” is intuitively understandable without a visualization view…
We added it because there was nothing in the game that told you that this is actually something the game keeps track of, so it’s mostly there to remind you that you might want to take this into account when designing your park.

Garret finished a new ride, the Monorail Coaster:



This very unusual looking coaster is fairly cheap to build and fits into small footprints, but is still capable of all the elements you’d except from a big steel coaster. On the downside it has a relatively low capacity.
You can also spot a new shop here, the Funnel Cakes stall!

We added a higher-quality tilt shift effect that looks more interesting than the old one:



Of course by default it’s very subtle and not as strong as on this picture, but it’s nice to crank it all the way up every now and then for taking screenshots.

And finally, there’s a new tool for exporting big 4k screenshots of the entire park:



See the next post for bigger versions of these last two images (as big as Tumblr allows anyways).

http://themeparkitect.tum...shots-belonging-to-devlog

  • spokje
  • Registratie: maart 2002
  • Laatst online: 14:24
Nice. Wat ik nog een beetje mis is supports voor alle achtbanen. Track lijkt nu vaak nog te zweven zonder stalen supports eronder. Ik snap dat het geen realisme nastreeft, maar weet iemand toevallig of dit op de roadmap staat? Zoals in die gele coaster van de vorige post, waar het wagentje rijdt, daar is 0 support voor die track. Dat zou IRL nooit gaan werken zeg maar :P

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 187 - Visuals Update (3/3)

Art Stream

Come join us on Garrets Twitch channel on Wednesday (March 28th) at 1pm PDT. This time Garret will show how we’re updating old rides and will create some new scenery pieces. He will also demo the visuals update.

Devlog

Lights on!

https://78.media.tumblr.com/9c50f266b07a4afc2101c6bc3a59dc37/tumblr_inline_p61rk96DFk1si3zx7_100.gif

Did you ever feel like your park looks a bit… boring when it rains? After this update that will no longer be the case, because all the lights actually work now.



And if you like it really dark you can turn on the new night mode whenever you want!



The Asset Editor has been updated so mods can use lights as well.

To fully capture the atmosphere of a theme park in the dark we’re updating all flat rides with hundreds of tiny lights.



Moreover, most of these lights also receive unique animation sequences. I have built us a tool for placing and animating the lights, and Garret has been busy working with it. So far we’re at over 6.000 animated lights, but there are still a bunch of rides left to update!



If you want to learn more about how we’re creating light animation sequences you should check out this weeks Art Stream where Garret will show how it works.

Until then here’s a quick video showcasing the new lights in action:



And some higher quality screenshots will follow shortly in the next post again :)

http://themeparkitect.tum...shots-belonging-to-devlog

  • Orian
  • Registratie: februari 2009
  • Niet online
quote:
Boudewijn schreef op maandag 12 maart 2018 @ 21:35:
Het is best een tof spel maar ik mis een beetje de kick die ik bij rct destijds wel had. Met dezelfde levels.

Ergens voelt het niet af nee, is er al duidelijk wanneer de makers denken de boel wat strakker geregeld te hebben?
Volgens mij komt het door een gebrek aan campaign. Elke keer weer in een vlak grasland gegooid worden, of half steam afzoeken naar een leuk mod-level is niet wat ik onder 'fun' versta. Ik wacht dan ook nog even op de campaign. Ik hoop wel dat die snel komt. Er zijn al veel features, maar gewoon spelen is nog wat lastig.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 188 + Beta 5

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.



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

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 189

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

  • Chrosser
  • Registratie: september 2008
  • Laatst online: 13:51
Wow, het begint er nu echt op te lijken.

Heb het spel al sinds de aller eerste alpha fase, maar heb de game al een hele tijd niet meer aangeraakt. Ga het vanavond maar eens even opstarten denk ik. Zit inderdaad zoals hierboven ook al gezegd te wachten op een campaign modus, want die ultra mooie parken zoals hierboven ben ik niet in staat te maken.

Ben benieuwd of alle redelijkerwijs te verwachten flatrides er in zitten. Coasters zijn er meestal wel in overvloed.

Laaaam!


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  • catwheel18
  • Registratie: november 2011
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Devlog Update 190

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.


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  • catwheel18
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Devlog Update 191

Art Stream

Come join us on Garrets Twitch channel on 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.

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  • catwheel18
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Devlog Update 192 + Beta 6

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.

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

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Devlog Update 193

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 :)

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  • catwheel18
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Devlog Update 194

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…

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Devlog Update 195

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.

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  • 0Henk 'm!

  • Chrosser
  • Registratie: september 2008
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Heb het Parkitect virus wel weer te pakken. Afgelopen dagen flink aan mijn park verbouwd en uitgebreid.
Dingen die me wel nog opvallen en niet helemaal perfect lijken te werken:
  • Als je zones hebt aangemaakt dan lijkt het alsof personeel dat moe is niet naar de staffbuilding gaat indien die in een andere zone ligt. Klopt dit? Ik heb bijvoorbeeld nu 6 zones aangemaakt maar niet in alle zes de zones ligt een staffbuilding. De staffbuilding deselecteer ik voor de zekerheid altijd even in die betreffende zone. Dan lijkt het beter te werken.
  • In het begin van een sandbox heb je erg weinig geld (standaard 20k?). Zelfs één achtbaan neerzetten lukt dan vaak niet echt. Iets dat je eigenlijk wel nodig hebt om wat bezoekers te trekken. Dat gezegd hebbende: Geld management is voor mij nog erg ondoorzichtig. Entreeprijzen en attractietickets lijken onder alle omstandigheden gekocht te worden. Je krijgt hier geen waarschuwingsberichten over toch? of ben ik te netjes geweest met mijn pricing?
Verder erg toffe game! Heb nu langzaam wat mods geinstalleerd omdat ik merk dat er standaard wat weinig objecten zijn om verschillende typen gebouwen te kunnen bouwen.

Laaaam!


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Wisten jullie al dat de mensen achter Parkitect heel graag ondersteuning willen?
Ze zijn voor allerlei talen vertalers aan het zoeken, en hier aan bijdragen is helemaal niet moeilijk.

Ik heb me zelf de afgelopen weken, net als een paar anderen de afgelopen maanden, door het Nederlands heen geslagen (ja het is een beste bult) en is het Nederlands zo goed als klaar.

Echter moeten er voor het Nederlands vooral nog bevestigingen/goedkeuringen gegeven worden.
Dit werkt via een stem methode.

Je krijgt die zin in het Engels te zien, en daar kun je of zelf een woord/zin aan toevoegen door het tekst vak te gebruiken, of een stem geven voor een van de suggesties die al gedaan zijn.
Die vind je iets lager.

Een suggestie word als juist gezien, als deze minimaal 3 stemmen heeft, of de meeste stemmen als er meerdere suggesties 3 of meer stemmen hebben.

Het is mij niet bekend of je voor het stemmen aangemeld moet zijn.
Even kijken dus :+

Dus help Parkitect aan een Nederlandse vertaling door een steentje bij te dragen.
Zodat iedereen het straks kan spelen!


http://translate.themepar...cts/parkitect/strings/nl/

Schuim wijzigde deze reactie 04-06-2018 13:59 (8%)

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ik heb al eens gekeken bij de vertalingen, maar veel waar ik echt enorm twijfel wat de beste passende vertaling is..

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Ook al speel ik het spel zelf (nog) niet. Vond ik het wel leuk om uit verveling eens te helpen. Maar bij sommige zaken zegt hij "Your suggestion already exists!" Terwijl er gewoon geen andere vertaling is.
Ben benieuwd hoe ze daarmee om gaan. :?

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quote:
Snakeye2209 schreef op dinsdag 5 juni 2018 @ 08:37:
Ook al speel ik het spel zelf (nog) niet. Vond ik het wel leuk om uit verveling eens te helpen. Maar bij sommige zaken zegt hij "Your suggestion already exists!" Terwijl er gewoon geen andere vertaling is.
Ben benieuwd hoe ze daarmee om gaan. :?
Ik weet dat er in die vertaal site nog al een bug zit, ik kan je garanderen dat als die de melding geeft, dat die vertaling ook al bestaat, maar hij hem om een of andere magische reden op dat moment niet laat zien.
Vaak komt die wel naar voren als je het tabblad suggestions opent, maar dat doet die dus niet altijd automatisch. |:(

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Compilatie van laatste 5 Devlogs

Devlog Update 196

Art Stream

Come join us on Garrets Twitch channel on Wednesday (May 30th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

The multithreading stuff seems to be fairly stable right now! We will still be running a bunch of tests this week, but it looks like it will be possible to release it with Beta 7 already.
Having more guests messes with the financial balance of the game quite a bit, so we started adjusting that. As usual it will take many tiny tweaks over a longer period of time to get that feeling right again, so don’t expect that to be perfect just yet with the next update.



A more reasonable amount of guests for this test park

The audio team delivered a few hundred new sound effects, so all the props and rides that were added in the past half year or so got their sounds now!
Gordon also finished a new calm ride music track which will be very nice for the most low-intensity rides.


Devlog Update 197 + Beta 7

Beta 7 is now available for download! The full change log is at the end of this post.

Devlog

Garret added lights to the Transformer:



And we added the Gyro Drop Tower from last weeks Art Stream:



Changelog

- significantly improved guest performance
- significantly improved performance when running game at x2/x3 speed
- significantly improved park loading times
- increased overall guest count (some parks might see less guests; depends on what the park contains)
- added Gyro Drop Tower
- added Calm ride music track
- added sound effects for recently added props and rides
- added scenario goal requiring a certain amount of coasters with a certain rating
- changed coasters to attract significantly more guests to the park than other types of rides
- changed how park rating is calculated
- adjusted money balance to account for higher guest numbers (might need further tweaks)
- improved guest flow to attractions
- improved some more building pieces to be recolorable (walls, pillars)
- improved performance when zooming in/out of crowded areas of the park
- fixed guests being able to see bad decoration below paths
- fixed raised paths not blocking rain on paths below
- fixed some pavillions not blocking rain
- fixed guests sometimes exiting boats immediately instead of riding them
- fixed not being able to build some track pieces after curved slope-to-flat transitions
- fixed exit gates not waiting for all guests to leave the ride
- fixed a case where trains could get stuck when leaving the station and cause lag
- fixed a case where the finance overview could get stuck
- fixed an error when using object pipette on modded objects
- fixed path supports not appearing until game is unpaused
- fixed red build preview when dragging fences even though fence can be built
- fixed duplicate resolution entries in graphics settings


Devlog Update 198

We released a patch for some smaller problems late last week, but overall the update went fairly well and there don’t seem to be any major problems caused by the big underlying changes. The changelog for the patch is at the end of this post.
There are however some rare cases on Mac and Linux where the game is running much slower than it should be for no apparent reason. We’ve contacted Unity about it since it seems to be an engine issue, so hopefully we’ll know what’s going on there soon.

GOG released a new tool that allows us to upload and release new updates by ourselves, which will speed up how fast new game versions appear on their store a lot. We’ve integrated their tool into our release pipeline so releasing updates on GOG is a single click for us now, just like on other big stores.

We’re also getting closer to getting some professional translations done, so I’ve improved our translation tools last week. We had a limitation previously where certain words would be impossible to translate into some languages - for example we have small umbrellas guests can buy from shops and the big ones available as deco that provide shade. Even though these are two very different things in English they are both called “Umbrella” but other languages use different words for each of these, so we needed to add the ability to have multiple different translations for a single English word depending on context.

Changelog (Beta 7a):

- added highlighting trash as source of bad scenery ratings in scenery rating visualization view
- added clicking on a thought marker opens the info window of the person belonging to this thought
- improved behaviour when placing a queue tile next to a ride entrance that is already connected to a path that isn’t a queue
- should fix some severe performance issues on macOS
- fixed prices in deco UI not updating when scaling deco objects using hotkeys
- fixed ride light color button being shown even if ride has no custom light colors
- fixed a case where people would sometimes not know how to get somewhere even though there’s a path
- fixed a problem with color palettes where colors would be invisible
- fixed rare case where staff couldn’t leave staff room
- fixed weirdness with wooden supports when placing rotated blueprints
- fixed edge scrolling being active while game isn’t focused
- fixed weather not getting saved/loaded properly


Devlog Update 199

We’re back to working on the campaign once again, so you know what that means by now - not much that we can show currently and most of the stuff going into the next game update are smaller tweaks.

Many of these were small UI improvements. There are per-category buttons for marking objects as available/researched in the scenario settings now:



The handle for extending boat ride stations should look better and more like something that can be interacted with:



Scenario descriptions are visible from within the park now:



Some event notifications got a progress bar so you got a better idea how much longer the event will go:



And fire deco objects emit some flickering light now:




Devlog Update 200

Art Stream

Come join us on Garrets Twitch channel on Wednesday (June 27th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

We are currently doing our first full playthrough of all campaign levels to see if they are beatable and fun and making the neccesary changes to improve them. It’s going really well and we made good progress, so the first third of the campaign scenarios are pretty much finalized :)

We’re also improving all the tiny things we’re noticing that feel off during this playtest, so in the past week alone we made ~70 small balance changes and fixes. These will release with Beta 8 next week.

And since this is Devlog 200, here’s a sneak peek at another one of the campaign scenarios - this is Broadmoor Beach by Joshua:



Fitting coasters into this long and narrow strip of land along a beach can be very challenging. Most of the pre-built blueprints are probably not going to fit in there, so you’ll definitely have to come up with some custom coaster designs to beat this one!

catwheel18 wijzigde deze reactie 26-06-2018 12:27 (86%)


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Devlog Update 201 + Beta 8

Beta 8 is now available for download! The full change log is at the end of this post.

Devlog

We got two new rides this month:



The Hyper Coaster is a high-capacity coaster capable of 60m+ drops. It can’t invert, so it’s all about speed and airtime!

The Plane Carousel is a nice calm ride that slowly spins around a central axis like a carousel, but guests have control over the up/down movement of the planes.

Changelog

- added Hyper Coaster
- added Plane Carousel
- added some new fences
- added deco score graph to market research
- added deco score scenario goal
- added inner glass roof corners
- added new sound effects
- added lowest transparency setting when hiding objects hides them completely
- changed research so you can research calm rides/thrill rides etc. instead of flat rides/coasters
- improved queue building to not remove path attachments when dragging in parallel to paths
- improved wooden supports
- improved decision making for when to enable underground view when placing ride blueprints
- made it easier to see which parts of an object are below/above ground when building
- some UI improvements
- lots of small game balance improvements, most notably:
* improved popularity of calm rides
* increased overall guest count again
* changed guest spawn speed
* changed advertisement effectiveness
* reduced park advertisement cost
* increased toilet capacity
* guests get annoyed by trash less quickly
* slightly reduced vandalism
* adjusted research times
* slightly increased guest money
* adjusted how long guests stay at the park
* guests leave earlier if they run out of money
* adjusted flat ride intensity ratings
* increased tracked ride maintenance costs
- fixed guests not using newly bought umbrellas
- fixed parts of concrete walls not being recolorable
- fixed camera not following guests when they are on rides
- fixed a case where Twister wouldn’t stop when it should
- fixed guests disappearing when deleting benches/rides
- fixed path builder switching into underground mode on sloped terrain
- fixed remove button in path builder sometimes not working as intended
- fixed a case where guests could immediately leave the park instead of staying for a while
- fixed a case where trash could get stuck on trash bins and never disappear
- fixed research unlock rewards for completing scenario goals sometimes not getting awarded
- fixed goal rewards being awarded a second time after completing all goals
- fixed an error when subscribing to mods
- fixed objects built below wooden supports being hard to click
- fixed a case where scenario editor UI would stop working
- fixed a case where guests could not despawn
- fixed guests naming the wrong intensity when complaining about no rides of a certain intensity being around
- (hopefully) fixed not being able to build track segments sometimes due to location being occupied

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Devlog Update 202

And we’re back to doing polish + campaign work once again. Campaign testing is at 75% complete now.

Shops and ride entrances received tunnel frames if needed, so building them into vertical terrain works as you’d expect now:




Devlog Update 203

The main menu screen (the one you get immediately after starting the game) was always meant to be temporary, and we’ve been working on its replacement this week. Initial work to figure out what it will be like started a year ago actually, but over the past few weeks a lot more time went into it and it’s really coming together now.

I also started working on the credits, so you can probably tell that we keep inching towards leaving Early Access. Still so much left to do though that there is no date in sight yet, but one step closer!

  • Mauz1978
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Console War Veteran

Ik zie alleen maar devlogs hier, maar zijn er ook mensen hier die het spelen en aanraden? Wat biedt dit meer of heeft andere charmes dan planet coaster kan bieden?

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quote:
Mauz1978 schreef op zaterdag 21 juli 2018 @ 15:31:
Ik zie alleen maar devlogs hier, maar zijn er ook mensen hier die het spelen en aanraden? Wat biedt dit meer of heeft andere charmes dan planet coaster kan bieden?
ik speel het heel af en toe
het blijft qua graphics en speelstijl meer bij RCT, het toevoegen van een bevoorradingssysteem maakt het uitdagender om zomaar ergens een winkeltje neer te zetten.

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quote:
Mauz1978 schreef op zaterdag 21 juli 2018 @ 15:31:
Ik zie alleen maar devlogs hier, maar zijn er ook mensen hier die het spelen en aanraden? Wat biedt dit meer of heeft andere charmes dan planet coaster kan bieden?
Alleen maar dev vlogs en af en toe mensen die vragen of er nog ervaringen zijn. Volgens mij vroeg ik het de laatste keer :)

Snap ook echt niet dat er helemaal niemand zijn creaties deelt hier, maar ik denk dat het spel gewoon niet leeft onder de Tweakers. Enige andere wat ik kan verzinnen is dat het er grappig uit ziet, maar gewoon niet leuk is om te spelen.

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Devlog Update 204

Guests gained the ability to puke into trash bins. This can help with keeping cleanliness ratings under control in difficult areas, but since the bins need to be emptied eventually it can still keep the Janitors pretty busy… maybe even busier than before if the next trash dump is far away!



Guests will also have a negative thought now and lose some immersion when seeing an employee resting at a bench. Don’t forget to build staff rooms!


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quote:
Beakzz schreef op zaterdag 21 juli 2018 @ 19:56:
[...]


Alleen maar dev vlogs en af en toe mensen die vragen of er nog ervaringen zijn. Volgens mij vroeg ik het de laatste keer :)

Snap ook echt niet dat er helemaal niemand zijn creaties deelt hier, maar ik denk dat het spel gewoon niet leeft onder de Tweakers. Enige andere wat ik kan verzinnen is dat het er grappig uit ziet, maar gewoon niet leuk is om te spelen.
Ik speel het best veel eigenlijk, en heb er nog steeds veel plezier in (+100 uur nu).
De overal experience bij deze game is voor mij gewoon een dikke 9+ score.
Maar ik ben niet zo van het show je park, of er over vertellen. Maar meer van, ik slinger hem aan, en mijn avond is al weer voorbij voor ik het door heb. _/-\o_

Vorige week is begonnen aan het maken van een eigen scenario, maar dan ga je nog veeeeel meer op de kleine details letten en heb je aan het eind van de avond een heleboel gedaan, maar weinig "echte" vooruitgang.
Gaat me er gewoon om dat de belevenis een dikke 7 gaat scoren voor mn eerste scenario. :+


Geloof me, als je plezier hebt gehad aan RCT2 dan moet je echt deze game is uitproberen.

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Devlog Update 205 + Beta 9

Beta 9 is now available for download! The full change log is at the end of this post.

Devlog

Doing an Art Stream wasn’t possible this month, but we got a new ride for you anyways! Here’s the Top Scan:



We also added three new basic default terrains to pick from when starting a new park so you got at least something more interesting to choose from than just the flat terrain until the campaign is released without having to generate a terrain using the scenario editor.
The new maps are Lake:



River:



And Hills:



The park entrance for all default maps has been moved towards the center as well.

Changelog

- added Top Scan
- added some more default sandbox scenario terrains
- added guests can puke into trash bins
- added guests are annoyed by employees resting on benches
- added tunnel frames for shops and ride entrances built into vertical terrain
- reduced game load time when having many blueprints installed by ~10-60 seconds
- reduced how much park entrance fee guests are willing to pay if rides have high entrance fees as well
- reduced congestion near the station ends of boat rides
- improved loan balance
- fixed objects having wrong prices when placed on half-unit high terrain
- fixed being able to build path attachments without having enough money
- fixed being able to remove trees that have been marked as indestructible in the scenario editor by building paths through them
- fixed cases where shops would not receive shopkeepers
- fixed being able to build underwater friction wheels on splashdown sections
- fixed terraformer going crazy when used from a top-down view
- fixed tower rides using wrong light colors
- fixed Janitors cleaning paths despite being too tired to work
- fixed guests could get stuck when trying to sit on a removed bench
- fixed guests complaining about long ride times of boat rides
- fixed guests playing walking animation while riding elevator
- fixed shopkeepers spawning in wrong locations when closing and reopening shops

  • Schuim
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Wat mij een erg groot plezier doet is dat ze toch nog elke keer een non-coaster ride toevoegen aan de game.
Dit is voor mij altijd eigenlijk wel een klein gemis geweest dat je bij bijv. Rollercoaster een heel park aan het bouwen was, en uiteindelijk door je attracties heen was, terwijl je zelf nog boordevol ideeën zat.

Natuurlijk raken ze een keer op, maar er zijn er gelukkig nog heel wat toe te voegen! _/-\o_

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Devlog Update 206

Hey, we’re finally working on something again that can be shown without spoiling anything! Nice!
We started working on the tutorial, which will also be the first (skippable) scenario of the campaign.
It will take you step by step through the most important features of the game and give some explanations, so we started with getting a system in place for this.


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Aaah, jottum! Meer vertaalwerk 8)7 :+

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quote:
Die vertaling, daar kan nog wel een vertaalslag overheen :+
Kwam laatst een prop tegen die 'Ontslaan' heette. Van het engelse 'fire' :P

Als het regent in mei, dan is april voorbij


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Devlog Update 207

We added an option for hiring a second research team, for a fee of $5000.



$5000 (and the monthly research cost!) is a lot during the beginnings of a scenario, but once the finances have stabilized this will speed up the second half of playing a scenario a bit where money is coming in fairly steadily but new rides are needed for attracting more guests.

And we finished the German translation. This helped with checking whether all text in the game is translatable, and since German text is fairly long it also helped to uncover some spots where the UI needed to be adjusted a bit to better fit the text. Other languages should probably fit as well now without too many further changes. Wunderbar!



We’re waiting a bit longer with getting more translations done because the text for the campaign and tutorial is still changing a bit but as soon as that’s final it’s all ready to be sent off to translators.

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Devlog Update 208

We reached an important milestone - the campaign mode is finished enough that it can be played through from start to end, and has been sent to our group of testers!
They have a few weeks time to try it now, while we work on further polishing things and incorporating tester feedback in the meantime.

Having people test the campaign is very important. We have worked on this for so long and know the game inside out that we have no reliable feeling for its difficulty anymore… the early feedback so far is that even the first few easy scenarios are quite hard, so some more tweaking will be necessary!

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Devlog Update 209

Art Stream

Come join us on Garrets Twitch channel on Wednesday (August 29th) at 1pm PDT to chat while watching some new Parkitect art being created

Devlog

Going bankrupt has been a bit informal so far - you’d run out of money and couldn’t buy anything anymore, and that’s it. There’s now some proper UI telling you that you’re in trouble.
Once you are in the red numbers you’ll get a couple months time to make a profit. If you don’t it’s game over.



I have also pretty much finished the tutorial except for some small tweaks and additions maybe. It will teach you all the basics - camera and building controls, how shops and supplies work, how to hide the backstage areas, how to build rides and queues, and finally also how to build a simple coaster. The last one was the most complex and scary part of the tutorial, so I’m very happy that this is out of the way now.

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Devlog Update 210 + Beta 10

Beta 10 is now available for download! The full change log is at the end of this post.

Devlog

We are now using Metal as the default rendering pipeline on macOS, which brings the visual quality of the Mac version up to par with the Windows and Linux versions. Additionally, this should noticeably improve performance on Mac. Since this is a big change it’s possible that this causes some problems on some systems - please let us know if you run into any issues.

You probably know by now that Parkitect has a really unique and intricate scenery rating system that takes into account what guests are able to see. This is mostly working quite well, especially in fairly open spaces. Where it had some problems is enclosed spaces, such as this building for example:



It’s a really nice house that clearly a lot of effort has been put into, so you would expect it to have a great contribution to the scenery rating. But in reality it has almost no effect:



The problem is that these shops inside the building block the view, as do the walls, so guests don’t really “see” much more than 2-3 walls at once, which is too little to have a noticeable positive scenery rating impact. It makes sense in a way, but it feels really unfair.
After some tweaks the rating scores immediately inside and around buildings are more what you’d expect now:



And Garret created some really nice fog, smoke and spark effects during last weeks Art Stream:



Changelog

- added bankruptcy
- added smoke, fog and spark effects
- added Metal support for Mac (improved visual quality and performance)
- added option for hiring a second research team
- added option for running at 30 FPS (useful for increasing battery life on laptops)
- improved calculation of deco scores in enclosed spaces
- updated LSM/hyraulic launch speeds to be more in line with real coasters
- updated German translation
- fixed puke appearing black during night/rain
- fixed a case where Gyro Drop Tower could get stuck

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Devlog Update 211

When you place an object in Parkitect, we give you a semi-transparent preview of what you’re building. It looks like this:



We had this look since the start of development without much change. In the beginning, when the game only contained some simple flat rides and shops that you could place this worked well enough. As the game grew, we added scenery objects that can be placed freely and that can be recolored, or blueprints that allow you to place thousands of objects at once, and these build previews did not work as well anymore. They looked quite messy and even made it somewhat difficult to see what you’re doing at times.
Last week we changed the build previews to look like this:



Apart from generally looking nicer and giving you a much clearer look at what you’re building, the added shadows help a lot with figuring out how far away from the ground the object is. Removing the transparency makes it a bit easier to see how the object intersects with the terrain or other things.

And we changed the way grid-snapping works. It now snaps to both the grid centers and corners at the same time:



The old way of toggling between these options wasn’t intuitive at all. New players frequently didn’t figure it out, which made building annoying. Removing the toggle behaviour also reduces necessary key presses.
On the downside it might be a bit more fiddly than before since there are more snap positions, but we’ll deal with that if it actually turns out to be a problem.

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Devlog Update 212

Purchasable terrain is now surrounded by a fence. It was previously hard to discover whether a scenario has any purchasable terrain or not because you had to first open the land tools and then switch to the terrain purchasing tab.
This should make it much more clearer and remind you that this option exists.




The loans had a rebalance just recently. They were still not working too well though, so we’re changing them some more. Previously you were actively paying them back and they were running for a certain time, but none of it really mattered. As player the only important thing is how much money you get and how much you need to pay, so we simplified loans to just that.
You have to manually pay back the loan yourself now. This also gives you the option to only pay back a small part of it to reduce the monthly fees, which should be slightly more interesting as well.


  • Remcom00
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Remcom00

hij is gek

Iemand die dit nog wel eens speelt? Ik heb ook Planet Coaster ooit eens gekocht maar dat trekt me toch een stuk minder, ben ik vaak snel zat van. Heb Parkitect al even niet aangeraakt, maar zo te zien is er een hoop verbeterd sinds ik de laatste keer heb gespeeld. Vlak na de Early Access release heb ik wel aardig wat Parkitect gespeeld dus dat is al even geleden.

Lijkt me een heerlijk spelletje voor op de Macbook, maar weer eens proberen. Props naar @catwheel18 voor het posten van de update logs! :)

hoidoei


  • Kapot
  • Registratie: oktober 2010
  • Laatst online: 12:14
Lijkt me een vet spel, alleen heb ik alleen een laptob van de zaak, moet er eens induiken of ik daar een spel op mag installeren....

  • Shrake
  • Registratie: augustus 2010
  • Laatst online: 17-01 19:43
Ik speel 't nog wel, maar ben meer van het rustig aan een parkje bouwen als ik er zin/tijd voor heb, dus eigenlijk niet zo heel veel te melden. Zal zodra m'n huidige projectje klaar is wel een paar afbeeldingen van het eindresultaat laten zien.

  • spokje
  • Registratie: maart 2002
  • Laatst online: 14:24
Is er eigenlijk een soort goal voor een release date voor Parkitect? Ik heb het spel in het begin al gebacked, maar wil het eigenlijk pas spelen als het echt af is zoals het bedoelt is door de makers :) lijkt me heel leuk om een park in elkaar te zetten. Heb de vroege alpha's wel eens geprobeerd, maar toen was het nog wel erg basic. Dat is inmiddels ook alweer bijna anderhalf jaar terug denk ik? :P het ziet er echt goed uit in ieder geval!

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 213

Art Stream

Come join us on Garrets Twitch channel on Wednesday (September 26th) at 1pm PDT to chat while watching some new Parkitect art being created

Devlog

We added a new utility building! The Trash Chute is a small and relatively cheap way to quickly transport trash bags to the trash dump. It needs to be connected to the Deliveries Building with the transport pipes.



So far trash bags could also be dropped at the Depot. We’ll probably remove that.

All build windows minimize now to get out of the way while you’re building something, like the deco window already did:



There’s also this new “slide in” animation when the window minimizes. This is not just for aesthetics. I oftentimes noticed people got confused where the deco window went after it instantly minimized and thought they need to re-open it. This quick animation should make it a bit more clear what happens with the window and that it’s still there.

Utility building doors finally received animations.


  • aDutchCow
  • Registratie: december 2013
  • Laatst online: 11:45
Remcom00 schreef op woensdag 19 september 2018 @ 12:56:
Iemand die dit nog wel eens speelt? Ik heb ook Planet Coaster ooit eens gekocht maar dat trekt me toch een stuk minder, ben ik vaak snel zat van. Heb Parkitect al even niet aangeraakt, maar zo te zien is er een hoop verbeterd sinds ik de laatste keer heb gespeeld. Vlak na de Early Access release heb ik wel aardig wat Parkitect gespeeld dus dat is al even geleden.

Lijkt me een heerlijk spelletje voor op de Macbook, maar weer eens proberen. Props naar @catwheel18 voor het posten van de update logs! :)
Ik speel het regelmatig, heb er nu 33 uur in zitten. Grafisch is het er iets op vooruit gegaan, met de toevoeging van alle effecten. Verder vind ik het wel lastig om uberhaupt winst te draaien. Een park vond ik zelf vrij goed aangekleed maar dankzij een lening die ik niet terug kon betalen ging ik failliet :P

Qua management is het wel een ander niveau dan Planet Coaster, gaat een stuk dieper!

Volgens mij willen ze eind dit jaar release klaar zijn.

Als het regent in mei, dan is april voorbij


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 214 + Beta 11

Beta 11 is now available for download! The full change log is at the end of this post.

Devlog

We added the Stand-up Coaster from this months Art Stream:



And Fabrice made three new animal statues:



Changelog

- added Stand-up Coaster
- added Trash Chute utility building
- added more animal statues
- added operating profit scenario goal
- added fences around purchasable land
- added guests can take photos
- added utility building door animations
- changed how loans work
- improved build previews
- improved all build windows to minimize while building
- improved grid snapping to snap to grid center + corners at once
- fixed a case where deco objects could remain stuck to the mouse after building
- fixed a case where ghost train would be missing when editing a tracked ride
- fixed a case where wrong stats would be reported while editing a tracked ride
- fixed a case where guests could buy something from a closed shop
- fixed a case where guests would face the wrong direction while watching a ride
- fixed not being able to change car rotation/train speed on helix pieces
- fixed not being able to select fog effect in blueprints/bulldozer tool

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 215

The audio team from A Shell In The Pit has been working on another bigger audio update for a while. Rachel has been adding some new sounds and fine-tuning volumes of existing ones, and Maris has been working on removing the weird pops and cut-off sounds we sometimes had. There’s also stereo sound now, making everything sound a bit less “flat”, and some more subtle crowd sounds. They’ll keep tweaking, but generally everything sounds a bit nicer now. Here’s a quick video to give an impression:

catwheel18 wijzigde deze reactie 09-10-2018 20:35 (3%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 216

Garret added two nice new path styles:



And we made it so these new paths (and some of the existing old ones) can be recolored, so you’ll have much more options for path styles now :)


  • Schuim
  • Registratie: maart 2011
  • Laatst online: 15-01 12:05

Schuim

Sup?

Niet een erg grote update, maar wel eentje waar ik heel erg blij mee ben! Zat me af en toe net niet lekker in het thema sommige paden. Nu nog wat meer queue lines of de optie om normale paden in te stellen als queue lines en dan ben ik helemaal gelukkig!

AMD2700x, GTX1070, 16GB 3600mhz, SSD's Only


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 217

Art Stream

Come join us on Garrets Twitch channel on Wednesday (October 24th) at 1pm PDT to chat while watching some new Parkitect art being created

Devlog

The more recent flat rides received their lights and light animations finally:



And we decided to also update the remaining old path styles, so every type of path has custom colors now.


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 218 + Beta 12

Beta 12 is now available for download! The full change log is at the end of this post.

Devlog

During this months Art Stream, Garret added a set of new generic building pieces and deco items that should fit into most parks. Here’s a preview of some of the new pieces:



Changelog

Beta 12:
- big audio overhaul
* added stereo sound
* added crowd sounds
* added music volume slider to ride settings
* fixed a bunch of audio pops and sounds not playing
- added new path styles
- added custom colors to some normal paths
- added new building pieces (spires, dormers, windows, door, clocks, stepped walls)
- added lights to Power Surge, Top Scan, Plane Carousel, Gyro Drop Tower, Star Shape
- added new ride music song (Coffee Pirates)
- added up helix to Go-Karts
- reduced RAM use
- improved performance in parks with many tracked rides
- improved TV images
- fixed guests disappearing when closing tracked ride
- fixed not being able to replace queue handrails on stairs
- fixed some path attachments missing in blueprints (only for new blueprints)
- fixed some fences not adapting to sloped paths when built from blueprints (only for new blueprints)
- fixed a case where huge parks would not receive as many guests as they should

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 219

Garret added some new flags that should fit nicely into most parks, and we updated the old flags with a bit of animation too:



And the terrain generator is getting a small update. You’ll be able to select which types of trees exactly it should plant:



It will also give trees some slight color variations.


  • Schuim
  • Registratie: maart 2011
  • Laatst online: 15-01 12:05

Schuim

Sup?

Zulke kleine details, maar een mega verbetering! Ze verrichten erg goed werk daar!

AMD2700x, GTX1070, 16GB 3600mhz, SSD's Only


  • Snakeye2209
  • Registratie: april 2009
  • Laatst online: 07:41

Snakeye2209

www.videodynamics.nl



:D

  • spokje
  • Registratie: maart 2002
  • Laatst online: 14:24
Ah tof. 1.0 JEUJ! Ben benieuwd naar de scenario's :)

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Launch date!

Hey! Take a look at this:



That’s right, the 1.0 version of Parkitect will release on November 29th.
Most notably, it will add the Campaign Mode to the game!
The campaign spans 26 scenarios with unique and varied settings and is played on a world map with branching paths that gets gradually revealed and comes to live as you progress.



All of the campaign parks have been designed by Silvarret and Joshua Tjarks, so you can be sure they are very nicely decorated.

Launch price

As announced previously we will increase the price with the release of this update. Our final price will be $29.99 / €24.99 and should come into effect across all stores around November 28th.

Since this has been asked before: of course the 1.0 update will be free for you if you already own the game or buy it at the current price. You won’t have to pay extra for it.

Future

So what will the 1.0 release mean for the future of Parkitect?
During December and early January we expect to be 100% busy with talking to press and players, the inevitable hotfixes and taking a bit of time off over the holidays.

Beyond that we will of course continue to support the game with patches and updates - there’s some more features and content for both creative players and management players that we’re excited to start working on as free updates! However, these updates will happen whenever we have something ready to show instead of on the fixed weekly devlog/monthly game update schedule that we’ve used for the past ~4 years.

Thank you!

Finally, a HUGE thank you to everyone who has helped us to get this far! This game wouldn’t exist without all of the Kickstarter supporters, and it would have been a much smaller game without all of the Early Access supporters.

And of course thanks to everyone who has worked on this game over the years - there have been so many people: obviously Garret, for taking on the risk of working on such a big game with me; Tim and Luuk, who have contributed enormously to the community surrounding this game and did an amazing job with working on the game itself; Gabby, who was always there to help with absolutely anything we needed help for; Gordon for bringing his unique music style to the game that makes building coasters so much more fun; Em, Rachel and Maris for creating thousands of sound effects for all the different things in the game and figuring out how to make them sound good; Fabrice for designing new scenery pieces when we ran out of ideas; Silvarret and Joshua for designing probably the absolutely nicest campaign parks; Marlon, M. Joshua, Michael and Trudy for the trailers and promo art; and of course all of the game testers and community moderators over on reddit and Discord!

Thanks <3

  • Beakzz
  • Registratie: juni 2008
  • Laatst online: 13:14
Met de release ook de eerste keer in de sale zo ver ik weet.

https://www.humblebundle.com/store/parkitect

Goede prijs als ik die verhoogde prijs hier boven zie en ook gekocht :)

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Devlog Update 220

Hey! If you haven’t seen it yet - the 1.0 version of Parkitect with the campaign mode will release next week on November 29th, and there’s a trailer for it here!

We’ve been working on the campaign mode for about a year now and planned it for much longer, so let’s talk a bit about it now that it’s revealed!

Design

All the way back in 2014 we knew that we wanted to have some sort of map for the campaign instead of just a list of levels, but it wasn’t clear yet what that would look like. Initially we thought about doing a globe, but then another game did that :)



Then for the longest time we thought it could work like a rolling pin, sort of like the world in Animal Crossing games. But bending the map like that would have made it much more complicated to build, and it would also not have fit the rest of the game too well. So we decided to roughly match the look of the terrain and decoration that you find inside the game itself.



Now it became a bit like the overworld maps you can find in Mario games.
We didn’t want players to be able to see all of the levels from the start and wanted the map to be obscured in the beginning and only get uncovered as you progress, to make you wonder a bit about what’s still to come.



To pique your curiosity even further we wanted the map have multiple themes and biomes that would roughly match the scenarios you’d find. Fitting all of the different scenario settings into one connected map in a way that somewhat makes sense was pretty tricky, especially since the campaign should also start easy and get more difficult as you progress. So we couldn’t simply move some scenarios to a different place on the map where they would have fit in better geographically because their order was somewhat fixed.



We went with clouds for obscuring the map, simply because it made sense. We also like how there sometimes are holes in the cloud layer that let you get a small glimpse ahead at what’s yet to come



At one point we thought about changing the map to look like a blueprint that gets turned into reality. We liked the look of the effect, but there would have been so much animation and movement going on that it was distracting from the important part, which is the next level getting unlocked.



We slowly started having a nice landscape, but the map was still feeling a bit empty… we wanted a bit more visual feedback showing which levels you have already beaten.
So we added these buildings - each building resembles a scenario you have completed and can be found within that scenario. It is like a trophy that you unlock as reward for winning the scenario, to remind you of the level you played and to make the map feel more alive thanks to you.



The way it slams onto the map with a shockwave that pushes away the clouds is pretty satisfying too!
And we think now it’s also looking a bit like the park maps that you can find at many theme parks, with the main attractions being drawn it at unrealistically big proportions.



Gameplay

Due to the branching paths there are usually 2-3 different scenarios you can choose from to progress, so if you get stuck somewhere you have the option to continue with a different level.

After you have beaten a level you can play it in sandbox mode, so if you want to revisit it and build a more complex park with unlimited money, goals disabled or to build some rides that are usually not available in that level you can do that! We hope this will give creative players a small incentive to give the campaign a try.

You might have seen the little coin pop up in the level unlock animation above. You get one coin for beating the scenario (and you can’t buy them with real money or anything like that, just to be clear about that). Additionally, you can get a second coin by beating all of the optional goals of the scenario. You don’t have to beat the optional goals to move on to the next scenario, but it can still make sense to go for them if you feel like you need an extra challenge or to get the second coin, because at some points you will need a certain amount of coins to progress.



So if you beat some of the optional goals this can also allow you to skip some levels.

Every level has at least an optional time challenge goal where you need to complete the scenario by a certain date (and might have to restart if you miss it!) and sometimes a couple of extra challenges.



This adds a hard mode to every level for players who like this sort of challenge with a reward that’s actually useful, and without blocking people who prefer taking their time or simply aren’t that fast from progressing to the next scenario. It’s hard to please everyone, but we hope this will be a good compromise to let as many players as possible enjoy the game in the way they want to play it.

  • Schuim
  • Registratie: maart 2011
  • Laatst online: 15-01 12:05

Schuim

Sup?

Na al die tijd wachten is dit wel echt het wachten waard geweest!
Vind dit erg tof gedaan.

AMD2700x, GTX1070, 16GB 3600mhz, SSD's Only


  • S7evin
  • Registratie: maart 2010
  • Laatst online: 05-01 02:33
Wellicht wel leuk om ff te delen, dit is wat ik nu kan maken met de huidige building blocks, ziet er leuk uit en je kan toch wat behoorlijk diversiteit aanbrengen in je park.


  • Renzzie
  • Registratie: november 2010
  • Nu online
Ooooh tof! Deze staat al zo lang op mijn verlanglijst :D Blij dat er campaign zo is, want daar was ik toch op aan het wachten.

Tipje voor de bewuste koper. Haal deze via officiële website: http://themeparkitect.com/
Hier staat deze voor $20 (€17,50). Mooi deal en je helpt de ontwikkelaar er waarschijnlijk ook nog meer mee.
Je ontvangst overigens een standalone download én een steamkey.

  • Renzzie
  • Registratie: november 2010
  • Nu online
Eerste indrukken zijn positief! Het is nog wel wat overweldigend omdat er geen campaign/tutorial of wat dan ook is. Je wordt dus direct in het diepe gegooid en je moet maar uitzoeken hoe alles werkt. Dit is uiteraard ook de charme van de game en een herstartje of 10 denk ik nu de basis van goederen/decoratie/etc wel door te hebben.

De sfeer is echt fantastisch en het ademt echt RCT. So far so good!
Ben benieuwd naar de campaign iig :D

  • MrBubbles
  • Registratie: april 2008
  • Laatst online: 21-01 22:32

MrBubbles

Ik mis je

Ik ben niet echt onder de indruk van de graphics. Ik vind het jammer dat het allemaal zo cartoony/blokkerig is. Dat doet voor mij een beetje afbreuk aan het spel en aan het idee dat je een park aan het bouwen bent.

I didn't ask for this, I was chosen.


  • WEBGAMING
  • Registratie: oktober 2017
  • Laatst online: 14:19
Voor de realistischer aanpak heb je planet coaster.
Deze is specifiek gemaakt om op RCT te lijken.

Ik kan er niet lekker in komen. Ik vind de ui te minimaal. Ik wil graag alles kunnen controleren met de muis, al is dat dan soms omslachtiger. Maar zo te merken is dat niet echt een optie.
Ik kan bijvoorbeeld niet eens vinden hoe ik de camera moet draaien zonder het toetsenbord, volgens mij kan dat helemaal niet.

WEBGAMING wijzigde deze reactie 01-12-2018 14:22 (17%)


  • Snakeye2209
  • Registratie: april 2009
  • Laatst online: 07:41

Snakeye2209

www.videodynamics.nl

WEBGAMING schreef op vrijdag 30 november 2018 @ 18:21:
Voor de realistischer aanpak heb je planet coaster.
Deze is specifiek gemaakt om op RTC te lijken.

Ik kan er niet lekker in komen. Ik vind de ui te minimaal. Ik wil graag alles kunnen controleren met de muis, al is dat dan soms omslachtiger. Maar zo te merken is dat niet echt een optie.
Ik kan bijvoorbeeld niet eens vinden hoe ik de camera moet draaien zonder het toetsenbord, volgens mij kan dat helemaal niet.
Beetje doorklikken moet lukken toch? Er is geen toets, maar je kan het zelf aanwijzen. Maar draaien zonder toetsenbord... ja toetsenbord is wel handig zeker omdat de spatie ook het draaien van objecten is... 8)

simile poems by famous poets

En versie 1 is uit!

  • WEBGAMING
  • Registratie: oktober 2017
  • Laatst online: 14:19
@Snakeye2209
Dat is ook een beetje mijn punt. Dan kan je misschien de camera wel draaien, maar de objecten niet.

Bij rct kan je al die dingen doen met toetsen op het scherm, en dat is 1 van de dingen die ik zo ontzettend fijn vind aan rct.
Zo ver ik me herinner kan je Planet Coaster ook best goed zonder toetsenbord spelen.

  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Ik mis de cameraview in de kleine schermpjes die meegaat met de achtbaantreintjes. Verder vind ik het echt een prima spel, genoeg rct-nostalgie gecombineerd met genoeg vernieuwing. +1 dus.

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Echt een tof verslavend spel. Vraagje: hoe kan ik mijn experience rating van mijn park een beetje oppeppen? ik zit nu in het nova labs level en zie dat de rating zo rond de 45% hangt. Heb al wat scenery dingen bijgekocht maar dat schiet niet echt op.

Iemand wat tips?

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • Leviathius
  • Registratie: maart 2013
  • Laatst online: 11:29
Boudewijn schreef op maandag 3 december 2018 @ 15:36:
Echt een tof verslavend spel. Vraagje: hoe kan ik mijn experience rating van mijn park een beetje oppeppen? ik zit nu in het nova labs level en zie dat de rating zo rond de 45% hangt. Heb al wat scenery dingen bijgekocht maar dat schiet niet echt op.

Iemand wat tips?
Kijk ook eens naar de 'decoration' waardes van je park. Dit kun je zien als je links in het menu op het vergrootglas klikt en dan 'decoration' kiezen. Overal waar het dan rood is moet je zorgen dat het groen wordt. Als gasten namelijk personeel pad zien of voorraad huisjes, dan wordt de 'onderdompeling' in het pretpark minder. Dus moet je die afschermen met bomen/schuttingen/bosjes. Best interessante gameplay eigenschap vind ik dat in ieder geval. Zet je nog een beetje aan het denken.

Verder ben ik ook erg tevreden over de game en speel het dan ook graag! :)

YouTube: MotorcycleGeek


  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Leviathius schreef op maandag 3 december 2018 @ 15:45:
[...]


Kijk ook eens naar de 'decoration' waardes van je park. Dit kun je zien als je links in het menu op het vergrootglas klikt en dan 'decoration' kiezen. Overal waar het dan rood is moet je zorgen dat het groen wordt. Als gasten namelijk personeel pad zien of voorraad huisjes, dan wordt de 'onderdompeling' in het pretpark minder. Dus moet je die afschermen met bomen/schuttingen/bosjes. Best interessante gameplay eigenschap vind ik dat in ieder geval. Zet je nog een beetje aan het denken.

Verder ben ik ook erg tevreden over de game en speel het dan ook graag! :)
Dank voor je reactie @Leviathius .

Nou ja dat is dus het rare, ik heb dat netjes gedaan en alle wachtrijen zijn met heggen afgeschermd. Zie bijvoorbeeld dit:
https://tweakers.net/ext/f/3vXXXHRUp4g3P0hKMFuvQpBu/thumb.png
En de kleurenversie:
https://tweakers.net/ext/f/cAjyQsT6NgbtNQ85oh9mQQmI/thumb.png

Je ziet linksboven dat ik de winkelachterkant netjes heb weggewerkt. Ook rechtsonderin zie je dat mensen niet de immersion hebben maar dat ze wel netjes tussen heggen ed staan. Welk deel heb ik niet begrepen?

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • Leviathius
  • Registratie: maart 2013
  • Laatst online: 11:29
Boudewijn schreef op maandag 3 december 2018 @ 16:23:
[...]
Dank voor je reactie @Leviathius .

Nou ja dat is dus het rare, ik heb dat netjes gedaan en alle wachtrijen zijn met heggen afgeschermd. Zie bijvoorbeeld dit:
[Afbeelding]
En de kleurenversie:
[Afbeelding]

Je ziet linksboven dat ik de winkelachterkant netjes heb weggewerkt. Ook rechtsonderin zie je dat mensen niet de immersion hebben maar dat ze wel netjes tussen heggen ed staan. Welk deel heb ik niet begrepen?
Ah op die manier. Volgens mij hoef je niet zó veel heggen neer te zetten hoor. Je hoeft alleen de personeels dingen af te schermen van het zicht. Verder lekker veel boompjes neer knallen, hekjes bij de paden plaatsen enzo. Waardoor namelijk je peeps oranje zijn is het gebrek aan 'immersion', de 'onderdompeling' dus. Oftewel, mensen hebben in je park nog niet het gevoel écht in een andere wereld te zijn. Ik zal vanavond een voorbeeldje maken met screenshots als je wilt :).

Deze post op reddit legt toevallig jouw probleem uit: https://www.reddit.com/r/...2fptv/experiences_rating/

YouTube: MotorcycleGeek


  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Ja inderdaad, ik merk dat de rating pas gemaakt wordt bij het verlaten van het park. Gevolg is dat je dit wel kunt fixen maar het een tijdje duurt voor het doorsijpelt in de statistieken. Met bovenstaande situatie was het al opgelost.

Dank je wel @Leviathius !

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • aDutchCow
  • Registratie: december 2013
  • Laatst online: 11:45
Ik zal vanavond eens wat foto's delen van mijn park. Volg het al 3 jaar en ben blij voor ze dat het spel wat meer fans begint te krijgen. De art style vind ik echt geweldig, behalve de modellen van de poppetjes, die vind ik een beetje meh.

Als het regent in mei, dan is april voorbij


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Voor de mensen die de laatste 2 berichten nog willen lezen, Die ik was vergeten te plaatsen. Hier de Link

Version 1.1

Phew, that was an intense ride :)
There have been 2-3 slightly bigger issues for some people that had to be hotfixed, but overall I’d say the launch went pretty smoothly!

It has been great to watch all of the reactions, ratings, reviews and feedback. Thank you!
We have an update to Version 1.1 for you today to resolve most of the more pressing small bugs and confusing things you have reported.
For the next update we will focus on improvements to the coaster track builder to make finishing tracks more comfortable.

Changelog

- added a proper time countdown display for scenarios that require holding the goals at 100% completion for a while
- added number showing the current progress to goals list
- added hovering on the date display on the main menu shows the remaining time until the end of the month
- added land cost per tile display to land purchase tab
- added confirmation dialog for hiring second research team
- added more generic deco shapes
- added tooltips to finance sheet lines
- updated Chanute Airfield to make deliveries building more noticeable; made it more clear that the runway is just a ground texture, not a path; reduced terrain cost
- updated Coral Caldera to start with prebuilt transport system tubes into the main build area
- made area highlights in tutorial more noticeable
- reduced research durations by 10%
- reduced guests preferred ride intensities in Maple Meadows and Chanute Airfield slightly
- fixed campaign progress not getting synchronized through Steam Cloud
- fixed some cases where the campaign map unlock animation would not run properly
- fixed a case where the token for completing the optional goals would not unlock
- fixed a case where the token unlock animation for optional goals would play when it had already been played before
- fixed black screen when running the game on some Macs
- fixed performance issues on iMac/retina resolution Macs
- fixed a couple of achievements problems
- fixed missing sound effects when building coaster segments
- fixed tutorial getting softlocked when not building the Carousel flat on the ground
- fixed tutorial getting softlocked when destroying the Carousel
- fixed music not playing at intended volume after restarting game
- fixed Steel Coaster default blueprints not displaying prices and showing outdated stats
- fixed a case where the lines in the finance spreadsheet were misaligned
- fixed Build Challenge map missing some decorations
- fixed a case where the mouse could stop working after hitting the Escape key

  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Tof dat een berg kleine ergernissen gefixed worden. Sowieso supermooi dat zo'n indie project gewoon tot een goed eind is gekomen :).

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • aDutchCow
  • Registratie: december 2013
  • Laatst online: 11:45
aDutchCow schreef op donderdag 6 december 2018 @ 09:09:
Ik zal vanavond eens wat foto's delen van mijn park. Volg het al 3 jaar en ben blij voor ze dat het spel wat meer fans begint te krijgen. De art style vind ik echt geweldig, behalve de modellen van de poppetjes, die vind ik een beetje meh.
Heh, misschien vanavond :+


https://imgur.com/a/5y3yPRR

Hier staan wat foto's in. Sommige zijn een blueprint van mezelf dus die moeten nog goed geplaatst worden. Ik ben alleen heel slecht in het bouwen van een mainstreet haha. Dus als iemand daar nog tips voor heeft :P

aDutchCow wijzigde deze reactie 08-12-2018 12:47 (24%)

Als het regent in mei, dan is april voorbij


  • SemperFidelis
  • Registratie: december 2009
  • Laatst online: 13:38
Gaaf man! Ziet er mooi uit @aDutchCow. Zelf volg ik de game ook een tijdje voor de leuk, maar helaas heb ik geen game PC meer staan... Mn laptop is echt te oud om zelfs deze game te draaien, maar het jeukt wel hoor. Dit is echt de perfecte RCT2 opvolger, die Steam Workshop is ook een geniale uitkomst.

Wat voor budget voor een geschikte laptop zou je hier voor moeten neertellen denken jullie?

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Version 1.2

Hey look, it’s another update in time for the weekend/holidays!
The full changelog is at the end of this post. The highlights are:

Track segments automatically snap to each other if the height difference is reasonably small:



This makes reconnecting track ends easier after editing a ride, and should resolve the troubles new players had with getting track heights to match when being misaligned by 1/8 height unit.

Existing guest/ride/shop info windows automatically get closed when clicking a different guest/ride/shop (unless you pin them):



This should reduce windows cluttering up the view.

Added the park ratings to a tab in the Park Info window:



The park ratings are quite important but could previously only be found by hovering on the ratings bar in the main menu, which is slightly hidden. This will give people a second way to discover them, and there are also some additional tooltips explaining the ratings a bit.

The research menu button received an animation to reflect the current research state:

https://66.media.tumblr.com/7527ddcd2db04483ec5b46f62d7ebd62/tumblr_inline_pjqg4cLifP1si3zx7_75sq.gif

The fill state of the vial tells you the research progress without having to open the research window, and it looks nice I guess.

And there’s a little something for the winter season :)



See you all next year!

Changelog

- added automatically snapping track ends to each other if they are close enough
- added three new ride music options: Street Organ, Winter Funderland, Barollerquoster
- added research and goals to the default sandbox parks (you can still disable them if you want)
- added research menu button reflects the current research progress
- added hats for the winter season
- added park rating tab to Park Info window
- added attractions visited + products bought stats to guest info windows
- added tooltips explaining guest stats/park ratings a bit
- added option for bigger UI scale
- added support for GOG Galaxy Achievements
- opening a guest/ride/shop info window automatically closes all other unpinned guest/ride/shop info windows now
- made sure ESC key can still be used for cancelling actions, even if a different alternate key has been defined in the control settings
- improved loan payment UI to be less confusing
- improved pipette tool for picking an attraction to advertise to also work on queue paths
- updated graphics settings to offer FPS rates depending on refresh rates supported by screen
- updated French/Russian/Simplified Chinese/German translations
- fixed Trash Chute sometimes not connecting to paths
- fixed a case where queue sign could appear in an odd orientation
- fixed a case where scenario descriptions on campaign map could be cut off
- fixed a case where guests could float through the air when using an Elevator
- fixed a case where guest thoughts would not show up in ride/shop/park thought overview lists
- fixed Spiral Slide not working anymore when picking up a sliding guest
- fixed Fruit Juice being less popular than intended

  • Vuvuzela
  • Registratie: februari 2002
  • Laatst online: 10:57

Vuvuzela

My spire is forming

Wat een geweldige game! Dinsdag heb ik hem pas ontdekt. Maar sindsdien al vele uren mee vermaakt :9 was altijd fan van rct/rct2 en heb hier eigenlijk heel lang op gewacht. Het lijkt in veel dingen gewoon een 1 op 1 remake van RCT.. hoe zit dat eigenlijk? Maakt het juist wel leuk. Planet coaster was ik snel beu.

I served in a company of heroes.


  • DennusB
  • Registratie: mei 2006
  • Niet online
Net weer eens gespeeld na een tijd, die campaign versie is wel dik hoor :D En dingen zijn echt goed verbeterd het laatste jaar. Heel leuk, kan ik tijdens de vrije dagen weer eens wat spelen :D

Is het al bijna vrijdag?


  • iAmRenzo
  • Registratie: november 2000
  • Laatst online: 13:27
Ik heb het spel afgelopen week gekocht op steam omdat ik steam weer eens installeerde. Wel op een Mac. De bediening is wel erg ehm lastig. Hopelijk heb ik na de feestdagen tijd om meer erin te duiken. Mijn eerste idee is dat het al 10x beter is dan RCT3. Dat semi 3d is echt een fantastische mode.

In stream heb je workshop om extra zaken te downloaden. Iemand anders nog goede resources voor replicas van parks en rides?

  • S7evin
  • Registratie: maart 2010
  • Laatst online: 05-01 02:33
Voor de liefhebbers, airfield voor de plane carrousel attractie.



S7evin wijzigde deze reactie 26-12-2018 13:44 (22%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 21-01 11:40
Korean + Dutch, Soundtrack

Parkitect has an official Korean translation now, and the Dutch translation received a complete overhaul.



The game is by far the most popular in Germany, the US and Korea currently, so we hope the addition of a Korean translation and Korean font support will make the game more comfortable to play.
Parkitect also always had a large amount of players from the Netherlands since the beginning. The Dutch translation had become very incomplete over the years, so it was time for an update :)

We know there are still some very common languages missing, and of course we will continue adding support for more languages over the coming weeks and months.

Soundtrack



We had some requests to make the soundtrack available as separate download, so if you want to listen to the games music outside of the game you can do so now.
It is now available on Steam.

If you have backed our Kickstarter at the Soundtrack tier or bought the Soundtrack Edition directly from our website you can find the soundtrack as a separate download in your Humble library now. If you’re not using a Humble account and lost your download link please use the Resender to retrieve it.

Changelog (Version 1.2a)

- added Korean translation
- updated Dutch translation
- added stripe pattern to sources of bad decoration rating to make them easier to distinguish from undecorated areas
- small campaign adjustments
- made info pips (no resources, no path connection etc) click-through while building something
- improved ghost train visibility when a visualization view is enabled
- fixed a case where water could disappear in unexpected places when terraforming
- fixed very short rides being more exciting than they should be and 1-2 other small exploits
- fixed a memory leak

catwheel18 wijzigde deze reactie 26-12-2018 16:54 (7%)


  • vinpower
  • Registratie: juni 2006
  • Laatst online: 12:50
Ja dit is dan toch eindelijk de RTC kloon waar op ik aan het wachten was. Leuke strakke graphics waarbij de RTC sfeer in terug komt. De simpele maar toch variërende gameplay. Dit spreekt me veel meer aan dan PlanetCoaster waar ik helemaal verloren raak door de keuze aan sceneries.

  • Zeara
  • Registratie: juni 2009
  • Laatst online: 14:25
Parkitect stond eigenlijk al heel erg lang op mijn lijstje... Maar ik vond EA nog wat te vroeg om het te proberen. Dan ook steeds vergeten tussen door.... Planet Coaster geprobeerd, maar dat is te veel gedoe eigenlijk...

En dan gisteren eindelijk maar gewoon gekocht. Wat een awesome spelletje! Precies die old school RCT vibe! Hier ga ik denk ik nog wel wat uurtjes aan verliezen! Waarom heb ik dit niet gewoon eerder geprobeerd.... 8)7

  • Boudewijn
  • Registratie: februari 2004
  • Laatst online: 14:11

Boudewijn

omdat het kan

Hij is prima, zijn alleen die imperial units al uit het bouwdeel verwijderd? Dus de 1/4, 3/8 etc feet.
Ik kan er prima mee werken, maar SI is gewoon een stuk logischer (en de rest van de wereld op de VS en Birma na gebruikt het :+ ).

_@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/' _@/'? '\@_


  • S7evin
  • Registratie: maart 2010
  • Laatst online: 05-01 02:33
.

S7evin wijzigde deze reactie 04-01-2019 21:39 (101%)


  • SemperFidelis
  • Registratie: december 2009
  • Laatst online: 13:38
Boudewijn schreef op vrijdag 28 december 2018 @ 13:03:
Hij is prima, zijn alleen die imperial units al uit het bouwdeel verwijderd? Dus de 1/4, 3/8 etc feet.
Ik kan er prima mee werken, maar SI is gewoon een stuk logischer (en de rest van de wereld op de VS en Birma na gebruikt het :+ ).
Ten eerste, Liberia is boos dat je ze vergeet
Ten tweede, imperial is ook in de UK aanwezig en het is vaak verboden om geen metric te gebruiken.

:+

  • HawVer
  • Registratie: februari 2002
  • Laatst online: 10:56
En zijn er al mensen die dit al langere tijd spelen en het nog steeds leuk vinden? Of is de lol er inmiddels vanaf? :)

http://hawvie.deviantart.com/


  • mschol
  • Registratie: november 2002
  • Niet online
HawVer schreef op donderdag 10 januari 2019 @ 20:41:
En zijn er al mensen die dit al langere tijd spelen en het nog steeds leuk vinden? Of is de lol er inmiddels vanaf? :)
ik kan er (nog?) niet zo lang als RCT in blijven hangen, maar kom zeker elke paar weken weer terug voor een paar uurtjes

[A] LEGO 76042 SHIELD Helicarrier


  • Chrosser
  • Registratie: september 2008
  • Laatst online: 13:51
Ik vind het een erg leuke game! Heb in het begin wel flink wat uurtjes gespeeld, maar het laatste jaar eigenlijk niet echt meer. Heb dan ook met name op de campaign gewacht. Nu ben ik weer aan het bouwen geslagen om de campaign te doen. Ik hoop dan ook dat op termijn hier nog nieuwe campaign DLC voor komt.

Verder struggle ik nog wel met de pricing van attracties enzo. Ik kan niet echt doorgronden hoe veel mensen willen betalen voor attracties en al helemaal niet in combinatie met een entree prijs.

Iemand tips?

Laaaam!

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