You can even synchronize tracked ride stations with other stations on the same track. These settings are also carried over into blueprints, so if you for example build a dueling coaster with two separate tracks and put them both into the same blueprint, the synchronization settings will already be properly set up when someone builds that blueprint. (We also changed the previous “Waiting Time” setting to the more intuitive separate inputs for minimum/maximum waiting time) flat rides or tracked ride stations) with any amount of other stations in the park, no matter where they are located. It’s quite fast and especially great for providing transportation to the more remote areas of your park. We haven’t added a new transport ride in a looong time, but there’s a very iconic one used in many theme parks around the world that we didn’t have yet: the Monorail! Garret modeled it during this weeks Art Stream and here it is in the game: And for example for rides that can’t be banked the banking wheel is entirely gone now:
#Reddit parkitect update#
We’re designing the content upload tools in a way that should allow it for other services like ParkitectNexus to plug into it too.Īnd the track builder got an update so it can adapt better to the requirements of whatever ride you’re currently editing because we were running out of room for slope buttons with the new steeper slopes on the Giga Coaster. I’ve integrated Steams content delivery systems into our build tools and can automatically create a new game build and put it onto Steam with a single click now, which is really niceĪnd we added support for sharing savegames and blueprints on Steam Workshop! Most of this week was spent on Steam stuff though. In short: coasters and other things should start to sound better over the next versions! Instead of Unitys default volume attenuation that determines volume depending on world space distances we needed one that considers whether an object is on screen or not, and we got a first version of that working now. The problem is that our game is a bit of a special case with its near-orthographic camera and its huge range of heights at which objects can be placed: you can have certain objects like drop towers or coasters that are 50 units or so above the ground that you want to hear, and at the same time you want to hear everything that’s going on at the ground too…but not stuff that’s going on at the ground and 50 units away from the center of the screen, because if you’re zoomed all the way in, the stuff that’s on ground level and 50 units away is way off-screen. If you’ve played the game you probably noticed that some of the audio volume seemed a bit off - especially coasters were way too silent. While I was already working on supports anyways, ground-level tracks finally spawn supports if you terraform below them as you’d expect:ĭue to the imminent Steam launch this months Art Stream will be a week earlier than usual - come join us on Wednesday at 2pm PST on Garrets Twitch channel to watch him live while he’s creating some new art for the game. Some of the older coasters should benefit from these changes too.
#Reddit parkitect code#
The coaster support code had to be a bit updated for it to allow these square supports and the angled ones that are slightly offset from the top, and after a certain height it turns off the angled side supports entirely. It can go higher and steeper than any other coaster in the game currently (although we’ll probably enable the steeper slopes for some of the other coasters too). The remaining time this week was spent on getting the Giga Coaster into the game that you might have seen Garret model during one of our previous monthly Art Livestreams: Add to that the release of Pre-Alpha 9 and all the feedback for that and you can imagine there’s been a lot going on. Reactions to that have been really positive, and woah did we get a lot of reactions! We’ve been really busy answering questions about the game all over the internet. We released a new trailer and announced the Steam Early Access launch date (scroll a bit further down if you missed it!).