I’ve been thinking about this a lot since the Christmas Holidays break last year and did a bunch of research and prototyping, and we’ve finally arrived at a method that we like The old textures looked particularly bad around hills
Parkitect blueprints windows#
improved some windows remember some of their state when closing/reopening improved height indicator when building deco objects improved camera behaviour near terrain bounds preventing terrain from clipping through rides/shops/utility buildings when terraforming added world markers for person thoughts added auto-minimizing deco builder window added running costs for shops and utility buildings added smaller park entrance that is easier to theme
Parkitect blueprints generator#
added terrain generator to scenario editor Releasing it all at once when it’s finished would be difficult, so we’ll ship what we currently have and continue improving it over the next few Alphas until it’s done (like we’ve always done it with all parts of the game ). Updating it all is a ton of work that’ll be ongoing for a while. We added Skyfall, a drop tower ride where guests are turned into a horizontal position during the drop:Īnd there’s the Junior Coaster from this weeks Art Stream:Īnd Gabby made progress with the visual overhaul of the UI.
Parkitect blueprints full#
Just like we’ve already done it with guests activities we’re also putting markers for thoughts in the park now when their thoughts tab is opened, so it’s a bit easier to see what the thoughts are referring to:Īlpha 11 is now available for download! The full change log is at the end of this post. We’re obviously using space-partitioning data structures ( Octrees in this case) to speed up our collision checks, but if you need to do many lookups that gets slow too at some point… The biggest challenge with this was not actually making the terraforming stop in occupied places but figuring out whether the place is occupied or not with acceptable performance.
The first one: preventing terrain from clipping through flat rides/shops/utility buildings. I’ve returned to working on the terrain to hopefully resolve all of the remaining tasks. Hey! As usual near the end of the month, come join us on Garrets Twitch channel on Wednesday (March 1st) at 1pm PST to chat while watching some new Parkitect art being created. (Laatste weken beetje druk gehad hier plaats ik als nog de 3 laatste updates.) Garret added a smaller park entrance that can be themed more easily:Īnd some wooden paths, queues and more deco objects, including additional nice building pieces based on designs by StolleJay: Tim has spent the last couple weeks on adding a random terrain generator to the scenario editor, and it’s producing pretty nice results now There’s lots of options so you’ll never have to play on empty flat terrains anymore (although that’s still possible if you want to): Not sure yet if this might be confusing new players, we’ll have to see The deco window is quite big and can get in the way, so we’re experimenting with automatically minimizing it as soon as the cursor leaves the window. Unitys text rendering isn’t the greatest currently - text looks blurry, styling and layouting is fairly limited, and when it had some trouble with handling a custom font as part of our current UI overhaul it was clear that it was time to switch to a 3rd party text rendering solution.