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Parkitect Megathread

Parkitect is a business simulation game that charges you with the construction and management of theme parks!

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does that mean the period to pre-purchase the game will disappear or the price will go up?
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You can purchase it for $15 until it goes into Alpha when it goes up to $18, I believe.


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I guess that the complete version (Er... after all functions fully released.) of this game will cost over $20. :)
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Wittloc wrote:
You can purchase it for $15 until it goes into Alpha when it goes up to $18, I believe.


Lol, i already have it, I was asking more for people who don't...good to know though




though to be fair i paid like 25 bucks cuz the game was good enough i shot them a 10 dollar tip lol
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Yes! That big milestone is finally close - we???ll be releasing Parkitect on Steam Early Access on May 5th.

Our Steam store page is live already, so don???t hesitate and put the game on your wishlist! :D

We prepared a cool new trailer over the past few months for this occasion, made by Marlon Wiebe and Gordon:



And we also revamped our website and updated it with a bunch of recent screenshots!
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The beautiful parks in these shots and in the trailer have been created by the awesome Silvarret and TheDeeGee.

So what???s changing now that the game will be on Steam?

Not too much for now for you guys, really! We???ll keep up our regular development schedule, so the weekly devlogs and monthly Art Streams and new game versions continue as usual (although - we hope we???ll be so busy talking to all the new players on Steam during May that we???ll have less time for development, so don???t expect a huge May update).

We???ll finally change the game???s label from Pre-Alpha to Alpha, so the next release will be called Alpha 1. The plan is to release this to everyone who owns the game on Humble a few days before the Steam release, just so we got a bit of time to iron out any last-minute bugs.

And we???ll also finally bump up the price slightly from $15 to $17.99, starting on May 5th (only applies for those of you who haven???t bought the game yet, of course). As was the case with the current price we expect this to stay stable for quite some time, with another small increase once significant amounts of new content and features have been added again.
Last edited by Paradox on April 10th, 2016, 3:35 pm, edited 2 times in total.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

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Steeper drops coming!
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^ This still looks like a kiddie track with an unnaturally large loop. Doesn't sound realistic yet. I think that the track piece design needs some fixing to imitate the I305 style.

;)
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http://themeparkitect.tumblr.com/post/1 ... -update-94

Monorails to be added in addition to the previously shown gigacoaster in the next update.
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Looks realistic compared to those that were like coaster trains in RCT3. :)
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There was an update today!
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Thanks for letting us know! :D
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So the game hit Steam today. Anyone else excited to see that Cydonia Hills (I think), which is the park used to make the videos, has a map that is like twice as big?
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Coasterkidmwm wrote:
So the game hit Steam today. Anyone else excited to see that Cydonia Hills (I think), which is the park used to make the videos, has a map that is like twice as big?


The creating of:
Coaster Count - 198
France 2019 Mini Trip Report

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Silvarret is literally a god
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

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Yeah and during the video he rarely deletes and replaces things, it all just like magically appears like he can see it in his head.
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^ Wow I can imagine that scene in like a second! Incredible! :shock: + 8-)
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http://themeparkitect.tumblr.com/post/1 ... 99-alpha-2

Alpha 2 Update! Wish I had free time to play this :(

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The Arthur dark ride thing from Europa Park was added. It's not something I was expecting lol.

Changes:
- added Inverted Dark Ride
- added ???Overview??? window that gives an overview of rides/shops/staff/guests and allows searching for them
- added marking staff/guests as favorites to more easily find them again
- added graphs for park population, park ratings
- added synchronized product prices across shops
- added brakes for gentle slopes
- added lift ends act like block brakes
- added UI scale option
- added option for snapping camera to isometric angles (45??)
- added guests remember their favorite ride
- added rebinding for more keys
- added volume setting for people voices
- added spinner buttons to number input fields + changing values using scrollwheel
- added Dutch and Danish translations
- adjusted how much guests are willing to pay for park entrance depending on prices of rides in the park
- improved track builder usability
- improved attraction safety stat (didn???t really work as intended previously)
- improved interaction of block segments with stations
- improved handling of shopkeepers
- improved handling of errors during game startup
- improved initial game loading screen to be responsive while loading and added a loading animation so it???s clear that it didn???t crash
- improved savegame and blueprint load/save times by up to ~20%
- overall performance improvements
- fixed finance graphs and improved them
- fixed guests would never throw away their trash except on paths with trash bins
- fixed guests releasing balloons while on rides
- fixed guests staying stuck in queue if queue is deleted below them
- fixed a case where guests could step onto employee paths
- fixed a rare case where people could get stuck
- fixed a rare case where a guest would never leave the park until the savegame is reloaded
- fixed being able to place Star Shape, Spiral Slide in invalid positions
- fixed being able to build tracks below 0
- fixed a case where employees would stop working
- fixed balloons still having color in visualization views
- fixed background music

All info from the Parkitect blog linked above.
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Great evolution of parameters for a better gameplay! :D
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DevLog Update:

Fences don't connect through paths anymore.
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Fences replace path rails when you place them
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Bricks!
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SHARK ENTERTAINERS!!!!!!!11111111111111111!!!!!!!1!
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Are those new flowerbeds?
Coasterkidmwm wrote:
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^ "improved" flowerbeds. The dev blog said they're better for being recolor-able now.
it is I, your average at best hand builder, Chase
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Realistic, but no funny glitches like RCT3! :sad:
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http://themeparkitect.tumblr.com/post/1 ... 04-alpha-3

Alpha 3 is out! I italicized the most important part of the news.

"Team
I???ve been the sole programmer working on Parkitect so far and it would???ve been cool to finish it alone??? there???s a bunch of work left though and our sale numbers are looking good enough that we can afford to bring on some people to lower the work load and speed things up a bit, so Luuk and Tim from ParkitectNexus are joining us part time to help with programming tasks.
Welcome to the team! :D

Alpha 3 Changelog
- added Motion Simulator
- added Shark costume for Entertainer
- added brick walls set and some industrial props
- added sounds for Giga Coaster, Mini Coaster, Alpine Coaster, Suspended Coaster, Monorail, Ghost Mansion Ride, Inverted Dark Ride
- added new path style
- added paths don???t connect through walls and fences anymore
- added paths don???t spawn handrails if wall/fence already exists in same location
- added working queue signs
- added text signs that can be put on paths and act as ???no entry??? signs
- added underwater tunnels
- added track tunnels automatically updating when terraforming
- added search bar for blueprints
- added embedding log flume tracks into water/terrain without spawning tunnels
- added stats graphs for tracked rides
- added cloud shadows
- added Dutch names
- improved the look of flowers
- improved the look of tunnels (look darker on the inside)
- improved savegame load times by up to ~50%
- fixed a case where guests could queue for a closed attraction
- fixed various issues with building fences
- fixed guests rarely thought an empty queue is full and didn???t enter it
- should fix very rare case where mechanics could get stuck in ride exit gates"

Motion Simulator!
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Clouds!
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Loving how this game is turning out.
All hail your great Arrow Dynamics overlords.

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