Devlog Update 156 + 157
Usually I try to keep a balance between fixing bugs, improving old things and adding new things, but occasionally it’s necessary to just focus for a while on fixing and improving. This week was nothing but fixing bugs for me, and since the others are on well-deserved vacation currently that means there are no exciting pictures of cool new things this week I’m afraid. The week started with a bunch of patches for Alpha 16 before I moved on to some less urgent problems. There was one bug in particular (janitors are occasionally unable to pick up some trash until the savegame is reloaded) that was especially tricky - it has a fairly low and random chance to happen and only appears under certain circumstances. Figuring out what was going on there was a very slow process since I had to leave the game running for hours just to see the issue happening once, so in the end it took roughly two days to understand what the problem was. Once I knew, the fix itself took just a couple minutes, which is how it oftentimes goes with bugs. That’s why I usually ask people reporting a bug if they know how it can be triggered :) It can really save a ton of time and frustration. There’s still some more left to work through, so next week looks like it’ll be more of the same.
As expected, this week went relatively similar to the last one. I also had some time left to playtest and balance and do some performance optimizations for a bit. It was a nice change to work without worrying about whether something visually interesting would be finished by the end of the week for the devlog or not, and is probably something we should be doing a bit more often. A bit of visual progress has been made after all though: Garret is back from his vacation and made some new basic roof tiles :)
We’re currently testing a modified mouse control scheme. The current one is perfectly fine if you know how it works I think, but it seems to confuse new players sometimes. The changes we’re trying are:
[ 2017-08-16 19:39:27 CET ] [ Original post ]
The devlog entries for the last two weeks have been a bit more text-heavy than usual. Here they are.
Devlog Update 156
Usually I try to keep a balance between fixing bugs, improving old things and adding new things, but occasionally it’s necessary to just focus for a while on fixing and improving. This week was nothing but fixing bugs for me, and since the others are on well-deserved vacation currently that means there are no exciting pictures of cool new things this week I’m afraid. The week started with a bunch of patches for Alpha 16 before I moved on to some less urgent problems. There was one bug in particular (janitors are occasionally unable to pick up some trash until the savegame is reloaded) that was especially tricky - it has a fairly low and random chance to happen and only appears under certain circumstances. Figuring out what was going on there was a very slow process since I had to leave the game running for hours just to see the issue happening once, so in the end it took roughly two days to understand what the problem was. Once I knew, the fix itself took just a couple minutes, which is how it oftentimes goes with bugs. That’s why I usually ask people reporting a bug if they know how it can be triggered :) It can really save a ton of time and frustration. There’s still some more left to work through, so next week looks like it’ll be more of the same.
Devlog Update 157
As expected, this week went relatively similar to the last one. I also had some time left to playtest and balance and do some performance optimizations for a bit. It was a nice change to work without worrying about whether something visually interesting would be finished by the end of the week for the devlog or not, and is probably something we should be doing a bit more often. A bit of visual progress has been made after all though: Garret is back from his vacation and made some new basic roof tiles :)
We’re currently testing a modified mouse control scheme. The current one is perfectly fine if you know how it works I think, but it seems to confuse new players sometimes. The changes we’re trying are:
- have edge panning enabled by default for new players (moving the camera around when the cursor is near the edge of the screen). Some didn’t know you can drag the camera using the middle mouse button, so this should ensurethey definitely find some way to move the camera without having to use the keyboard. Can still be disabled in the settings of course.
- move the camera dragging from the middle mouse button to the right mouse button, which frees up the middle mouse button. Use the middle mouse button for rotating the camera without requiring to use the keyboard. Overall this seems to be the most common button assignment in comparable games.
- Being able to quickly delete something without requiring to open a separate bulldozer tool is really important though in this game, otherwise building and experimenting becomes annoying. So deleting objects is still done with a simple right mouse click.
- Don’t delete stuff when clicking with the right mouse button while no building tool is opened to prevent accidental deletions.
- allow rebinding the middle mouse/right mouse buttons, so you can still put pan back on the middle mouse button
- the right mouse button has two different tasks now: if you click it deletes,if you drag it doesn’t delete and moves the camera. Having twodifferent actions on one button seems a bit strange to me. Need to keep testing longer and monitor reactions to see if it’s ok.
- also a bit strange that sometimes deleting objects works with the right mouse button (when in a building tool) and sometimes doesn’t. On the other hand you probably only want to delete stuff while in a building tool anyways, and we’ll change the cursor to have a distinct look while in a building tool which should make it more obvious why sometimes it works and sometimes it doesn’t
- previously, when you dragged with the right mouse button held it would keep deleting similar objects, which is really useful when you need to delete many things. Doing this is not as common as panning the mouse or deleting individual objects though, so it’s fine to make this a feature for “advanced” users by making this a bit more complicated than it previously was. You’ll need to holt Alt while dragging now for doing this.
- haven’t figured out what to do about drag-deleting paths yet :/ Would make sense to use Alt + Drag too?
Parkitect
Texel Raptor
Texel Raptor
2018-11-29
Simulation Singleplayer
Game News Posts 215
🎹🖱️Keyboard + Mouse
Very Positive
(6061 reviews)
http://themeparkitect.com/
https://store.steampowered.com/app/453090 
The Game includes VR Support
Parkitect Linux [355.71 M]Parkitect DLC1 Linux [14.22 M]Parkitect DLC2 Linux [31.13 M]
Parkitect - Taste of Adventure
Parkitect - Booms & Blooms
Parkitect is a business simulation game where you must build a successful theme park.
Build the theme park of your dreams, and keep it running! Meticulously design that newest roller coaster, place the rides where you want them to be, and construct scenic structures and objects to make the park beautiful. Let your creativity shine, and when you're finished share it with the world!
Build the theme park of your dreams, and keep it running! Meticulously design that newest roller coaster, place the rides where you want them to be, and construct scenic structures and objects to make the park beautiful. Let your creativity shine, and when you're finished share it with the world!
Features
- Tools to build the theme park of your dreams
- A robust, piece-based roller coaster designer to let you build the greatest roller coaster you can think of
- Detailed guest behaviors. Watch them take the train to that new section of the park, or read their map to find a ride
- Build efficient transport infrastructures to keep your park stocked
- Maintain the illusion by hiding utility structures and the inner workings of the park from guests
- Extensive support for mods and custom content
MINIMAL SETUP
- OS: Ubuntu 18.04+. SteamOS+
- Processor: 2.3 GHz Intel i3 or comparableMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Shader Model 3.0 capabilities (anything with a graphics driver that isn't older than ~2016 probably works)
- Storage: 2 GB available spaceAdditional Notes: This will run the game. but for the best experience something closer to the Recommended Requirements is better
- OS: Ubuntu 18.04+. SteamOS+
- Processor: 3.0 GHz Intel i5 or comparableMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: Dedicated graphics card made after ~2015
- Storage: 2 GB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3221 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB