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.
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!Īs a first smaller improvement, overall performance in Beta 7 will be up to 15% better in busy parks. So I have finally started with finding my own solutions for these difficulties. 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. The main hurdle there is that Unity, the game engine we’re using, is making multithreading really difficult. 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. 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. “The more the better” has been a sort of inofficial 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. 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. One of my favorite things in simulation games is seeing your creation come alive and just sitting back, watching all the bustling activity. 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…Īs 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:Īs 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!īuilding 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 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. 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
We’re extremely lucky to have two very talented builders from the community working on scenarios for the campaign: Silvarret and Joshua Tjarks.
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 made some good progress on figuring out and implementing how scenarios are going to be unlocked this week.
We’re back to working on the campaign again, so you know what that means - not too much to show right now