Devlog Update 165
There are lots of great entries for the Build Challenge already after just one week - thanks everyone for participating! Please note that the Workshop might be setting your submission to be "Hidden" by default and that you manually need to change it to be "Public" (there's an option for that on the Workshop page of your submission). If your entry isn't appearing in the voting box inside the game or hasn't received any votes yet this is the reason why.
I’ve been excited to talk about this for months, so here we go :D If you’ve been following the development of Parkitect for a longer time you might remember one of the most unique and technically challenging features of our Kickstarter pitch was “Maintaining the Illusion” - that scenery should not just look nice to the player, or have an “area of influence” effect on its surroundings. We wanted it to have a real management purpose, namely hiding the backstage areas of the park from the guests view. Three months ago we sat down and discussed how to make this happen. Tim and Luuk have been working on it since, and now we’ve got a really cool scenery rating system :) First of all, let’s take a look at what exactly it is doing. Here’s an overview shot of a park with a new scenery rating overlay, showing which areas of the park are nicely decorated in shades of green, and which aren’t in red:
Guests don’t like seeing park utility infrastructure such as staff rooms, resource depots and employee paths. They have a negative effect on the scenery rating:
There are many things that are nicer to look at though and block the view. For example you could hide that staff room behind a facade or completely enclose it inside a custom structure:
Or use the terrain to your advantage:
Or simply plant some trees :)
These visibility calculations aren’t just being done for the park infrastructure though - we’re doing it for every piece of decoration in the park. And in 3D! Here’s a debug view where the blue lines show from which path tiles the tree is visible. As the tree moves up it becomes visible over the top of the wall!
Here’s a bonus behind-the-scenes GIF (in realtime!) showing these calculations being done for an entire park. A lot to calculate in a short amount of time!
Seriously - a lot.
Next week we’ll talk about what exactly we’re doing with these scenery ratings and some other uses of the visibility system.
[ 2017-10-09 20:47:32 CET ] [ Original post ]
Build Challenge
There are lots of great entries for the Build Challenge already after just one week - thanks everyone for participating! Please note that the Workshop might be setting your submission to be "Hidden" by default and that you manually need to change it to be "Public" (there's an option for that on the Workshop page of your submission). If your entry isn't appearing in the voting box inside the game or hasn't received any votes yet this is the reason why.
Devlog
I’ve been excited to talk about this for months, so here we go :D If you’ve been following the development of Parkitect for a longer time you might remember one of the most unique and technically challenging features of our Kickstarter pitch was “Maintaining the Illusion” - that scenery should not just look nice to the player, or have an “area of influence” effect on its surroundings. We wanted it to have a real management purpose, namely hiding the backstage areas of the park from the guests view. Three months ago we sat down and discussed how to make this happen. Tim and Luuk have been working on it since, and now we’ve got a really cool scenery rating system :) First of all, let’s take a look at what exactly it is doing. Here’s an overview shot of a park with a new scenery rating overlay, showing which areas of the park are nicely decorated in shades of green, and which aren’t in red:
Guests don’t like seeing park utility infrastructure such as staff rooms, resource depots and employee paths. They have a negative effect on the scenery rating:
There are many things that are nicer to look at though and block the view. For example you could hide that staff room behind a facade or completely enclose it inside a custom structure:
Or use the terrain to your advantage:
Or simply plant some trees :)
These visibility calculations aren’t just being done for the park infrastructure though - we’re doing it for every piece of decoration in the park. And in 3D! Here’s a debug view where the blue lines show from which path tiles the tree is visible. As the tree moves up it becomes visible over the top of the wall!
Here’s a bonus behind-the-scenes GIF (in realtime!) showing these calculations being done for an entire park. A lot to calculate in a short amount of time!
Seriously - a lot.
Next week we’ll talk about what exactly we’re doing with these scenery ratings and some other uses of the visibility system.
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
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