Seite 1 von 5 123 ... LetzteLetzte
Ergebnis 1 bis 15 von 61
Like Tree117"Gefällt mir"

Thema: Parkitect - Theme Park Tycoon - Kickstarter



  1. #1
    CLUBMEMBER
    Registriert seit
    05.04.2014
    Ort
    Deutschland
    Beiträge
    1.703
    Besuchte Parks
    27
    Gefahrene Bahnen: 159
    Besuchte ParksGefahrene Bahnen

    Standard Parkitect - Theme Park Tycoon - Kickstarter

    Ich hab ein neues Spiel gefunden, was momentan in der Entwicklung ist, und bei Kickstarter genug eGld zusammensammelt. Ich finde dass es bis jetzt mega gut aussieht
    Hier stellt es jemand vor:


    Ich empfehle jeden, der ein Fan von Themenpark-Spielen ist, die gesamte Seite durchzulesen, da sind viele Interessante Infos!
    Link zu Kickstarter: https://www.kickstarter.com/projects...0623/parkitect

    Link zur Internetseite: http://themeparkitect.com/

    Und hier könnt ihr den Interaktiven Trailer downloaden! Unity Web Player | Parkitect

    Sieht mega cool aus, nostalgisch aber auch irgendwie Modern
    Michaelrot, Frisbee, Marcel46 und 2 anderen gefällt dieses Posting.
    Eichhörnchen sind tolle Früchte.

  2. #2
    CLUBMEMBER Avatar von CrazyDancer
    Registriert seit
    13.10.2013
    Ort
    Duisburg
    Alter
    40
    Beiträge
    1.214
    Besuchte Parks
    235
    Gefahrene Bahnen: 1007
    Besuchte ParksBesuchte KontinenteGefahrene BahnenBewertete Parks

    Standard

    Sieht richtig interessant aus das Ganze!!! Wow! Selbst der Predator/Transformer sieht richtig cool aus. Bin mal gespannt was daraus wird!
    Tripsdrill Fan gefällt dieses Posting.
    Grüße aus Duisburg

  3. #3
    Aktiver Freund Avatar von miki
    Registriert seit
    13.08.2013
    Ort
    Gladbeck
    Beiträge
    472
    Besuchte Parks
    0

    Standard

    Möchte nicht vorgreifen aber m.M. nach sieht das schon von Konzept aus deutlich weiter aus als RCT4 was ja angeblich noch ende diesen Jahres erscheinen soll

  4. #4
    Hyperaktiver Freund Avatar von Tripsdrill Fan
    Registriert seit
    26.09.2013
    Ort
    Südwesten
    Beiträge
    4.503
    Besuchte Parks
    8
    Gefahrene Bahnen: 44

    Standard

    Zitat Zitat von miki Beitrag anzeigen
    Möchte nicht vorgreifen aber m.M. nach sieht das schon von Konzept aus deutlich weiter aus als RCT4 was ja angeblich noch ende diesen Jahres erscheinen soll
    Naja, es ist halt etwas anderes. Ich gehe jetzt mal davon aus, dass man bei Theme Park Tycoon nicht sehr detailgetreu thematisieren könne wird, da die Grafik das einfach nicht so zulässt wie bei RCT, obwohl sie wirklich wunderschön ist Äußerem wirkt es nicht so als könnte man die Achterbahnen auch mitfahren. Es wirkt tatsächlich eher wie eine alte Versipn RCT nur mit viel schönerem Design. Ich könnte mir das auch gut als besseres RCT4Mobile vorstellen.
    Das das Konzept besser aussieht als das von RCT4 (das übrigens erst im Frühjahr 2015 erschienen soll) kann man meiner Meimung nach noch nicht sagen, da zu RCT4 bisher einfach viel zu wenig veröffentlicht wurde.
    Ich hoffe dass das Projekt genug Geld zusammen bekommt!

  5. #5
    Hyperaktiver Freund Avatar von Frisbee
    Registriert seit
    20.06.2011
    Ort
    München
    Alter
    37
    Beiträge
    1.018
    Besuchte Parks
    48
    Gefahrene Bahnen: 258
    Besuchte ParksBesuchte KontinenteGefahrene Bahnen

    Standard

    Schön ist auch, dass die Logistik im Hintergrund berücksichtigt wird. Shops müssen mit Waren bestückt werden, es müssen Räume für Mitarbeiter gebaut werden und ein eigenes Wegesystem, damit die Mitarbeiter zu Ihren Arbeitsplätzen kommen, Müll abtransportieren können, usw... das sind ja alles Faktoren, die in einem realen Park ebenfalls anzutreffen sind und in Spielen wir RCT bisher immer vergessen wurden.

    Ich wünsche den Entwicklern viel Erfolg. Es verdient viel Respekt, dass sich da ein Mini-Team von drei Programmieren wirklich ran traut und voller Elan und Leidenschaft eine Coaster Simulation entwickelt!

    Übrigens: Themeparkstudio wurde letztes Jahr ebenfalls über Kickstarter finanziert. Der ursprüngliche Release Termin war im September 2013, wurde dann auf Januar 2014 und schließlich auf Ende 2014 verschoben.
    patti und flaffstar99 gefällt dieses Posting.

  6. #6
    Aktiver Freund Avatar von miki
    Registriert seit
    13.08.2013
    Ort
    Gladbeck
    Beiträge
    472
    Besuchte Parks
    0

    Standard

    Wobei ich hier bei ThemeparkStudios wieder sagen muss, dass es eher ein Editor zu sein scheint. Die Grafik ist Top, die Coaster auch aber der Rest mag mir einfach nicht gefallen. Wenn man aus RCT3 und einigen
    anderen Simulatoren wie z.B. auch das Waren Wirtschafts System integriert, hätte man den Simulator den sich alle wünschen und höchstwahrscheinlich auch den Erfolg damit. Solche Spiele kommen in letzter Zeit immer weniger auf den Markt. Immer mehr diese Dumping-Produkte wie RCT-4 Mobile oder diese ganzen
    Vergnügungsparks Nachmachen die nicht überzeugen konnten.

    Daher scheint die Grafik nicht so viel her machen wie RCT3 aber die Simulation an sich scheint hier schon
    bereits perfekt zu sein. Wenn jetzt noch die Gäste an den Tageskassen anstehen , dann wäre Ich schonmal ein Pre-Release Käufer

    Gruß Kevin

  7. #7
    CLUBMEMBER
    Registriert seit
    05.04.2014
    Ort
    Deutschland
    Beiträge
    1.703
    Besuchte Parks
    27
    Gefahrene Bahnen: 159
    Besuchte ParksGefahrene Bahnen

    Standard

    Wow, sieht echt super aus für das Spiel! Wir sind jetzt nach nichtmal 2 Tagen bei der doppelten Anzahl an Geld(von 6'000 zu knapp 12'000)
    Cool finde ich auch das Da hat sogar dieses sehr simple Spiel, einen besseren Track-Editor als manch andere, sehr cool!
    Name:  9d654ce397d7fc8ee7635f83c9c2d6a2_large.gif
Hits: 761
Größe:  70,4 KB

    Name:  tumblr_inline_narqddm5bw1si3zx7.gif
Hits: 764
Größe:  34,9 KB

    LG
    doCoaster, patti, Marvin99 und 4 anderen gefällt dieses Posting.
    Eichhörnchen sind tolle Früchte.

  8. #8
    CLUBMEMBER
    Registriert seit
    05.04.2014
    Ort
    Deutschland
    Beiträge
    1.703
    Besuchte Parks
    27
    Gefahrene Bahnen: 159
    Besuchte ParksGefahrene Bahnen

    Standard

    Das Ziel wurde bereits erreicht, also können wir uns wohl in 2015 über ein neues kleines Spiel freuen
    https://www.kickstarter.com/projects...0623/parkitect
    Eichhörnchen sind tolle Früchte.

  9. #9
    Aktiver Freund Avatar von Lamoure
    Registriert seit
    09.06.2015
    Ort
    Neustadt an der Weinstraße
    Alter
    28
    Beiträge
    188
    Besuchte Parks
    32
    Gefahrene Bahnen: 169
    Besuchte ParksBesuchte KontinenteGefahrene Bahnen

    Standard

    Ich muss dieses Topic pushen. Es ist gestern erschienen und es ist, trotz Pre-Alpha 2.0 - Status, verdammt gut!


    Quelle: Homepage parkitect, 2015 (Parkitect)

    PRE-ALPHA NOW AVAILABLE!

    You can join our pre-alpha phase now!
    You'll get immediate access to the most recent version of
    Parkitect and all future updates right after purchase.


    This game is still in active development, so you should
    expect to stumble across some bugs. Content is fairly limited
    and there's no goal or challenge yet. You should already get a
    couple hours of entertainment out of it though.
    If that doesn't scare you we'd be happy if you join!


    Windows only at the moment.
    Parkitect
    Das beste daran! Ihr könnt das Spiel Parkitect bei Teilnahme meines Onlinefragebogens gewinnen!
    Xceler8or, Howert, Tripsdrill Fan und 1 anderen gefällt dieses Posting.

  10. #10
    CF Team News Avatar von Mario M.
    Registriert seit
    08.11.2008
    Ort
    Fulda
    Alter
    27
    Beiträge
    30.469
    Besuchte Parks
    204
    Gefahrene Bahnen: 870
    Besuchte ParksBesuchte KontinenteGefahrene BahnenBewertete Parks

    Standard

    Die Early Access Version von Parkitect wird am 5. Mai bei Steam online gehen:



    Wurde auf der offiziellen HP angekündigt:
    Parkitect

    Wirkt irgendwie wie eine etwas modernere Version von RCT 1

    Die Grafik mag zwar recht einfach sein, aber die Steuerung & Funktionen wirken teilweise schon jetzt durchdachter als vieles bei RCT World

    Name:  screenshot01.jpg
Hits: 539
Größe:  177,2 KBName:  screenshot02.jpg
Hits: 530
Größe:  113,7 KBName:  screenshot03.jpg
Hits: 534
Größe:  158,1 KBName:  screenshot04.jpg
Hits: 522
Größe:  61,4 KBName:  screenshot05.jpg
Hits: 525
Größe:  93,8 KBName:  screenshot06.jpg
Hits: 543
Größe:  122,2 KBName:  screenshot07.jpg
Hits: 541
Größe:  144,0 KBName:  screenshot08.jpg
Hits: 541
Größe:  133,4 KBName:  screenshot09.jpg
Hits: 536
Größe:  139,0 KB

    Die Entwicklung kann man hier verfolgen:
    http://devlog.themeparkitect.com/

    Quelle

  11. #11
    CLUBMEMBER Avatar von Kroxville
    Registriert seit
    03.09.2014
    Ort
    Püttlingen
    Beiträge
    150
    Besuchte Parks
    27
    Gefahrene Bahnen: 76
    Besuchte ParksBesuchte Kontinente

    Standard

    Sieht auch Grafich besser aus als RCT World
    Letzte Fahrten: Expedition Geforce, SkyScreame

  12. #12
    CLUBMEMBER
    Registriert seit
    14.12.2015
    Ort
    Coaster Coast
    Beiträge
    2.435
    Besuchte Parks
    230
    Gefahrene Bahnen: 935
    Besuchte ParksBesuchte KontinenteGefahrene BahnenBewertete Parks

    Standard

    Ich habe das Spiel schon seit der (Pre-)Alpha 3 und mag es - habe nur den falschen Rechner dafür (MacBook Air). Das Spiel fordert doch schon eine ordentliche Grafikkarte. Die Spielscreenshots entstanden im Detailfilter "Fast" (Es gibt 7/8 Grafik-/Rendermodi, davon ist das der zweitniedrigste). Hier mal zwei-drei Blicke in einen meiner ersten Parks...

    Ich habe Colossos gebaut...

    Name:  Bildschirmfoto 2016-04-07 um 02.12.06.jpg
Hits: 501
Größe:  73,1 KB

    Colossos XXL

    Name:  Bildschirmfoto 2016-04-07 um 02.12.18.jpg
Hits: 520
Größe:  87,4 KB

    Der Trubel im ersten Eröffnungsparkteil... wie man übrigens sieht, ist es mit dem Geld noch nicht ganz so einfach

    Name:  Bildschirmfoto 2016-04-07 um 02.12.46.jpg
Hits: 528
Größe:  157,9 KB

    Ist gerade bei dem vorherigen Bild die Frage entstanden, was das für "Ortsmarken" sind?
    – Praktisch sind die Versorgungswege. Für mich auch etwas neues. Hier werden die Läden per Fuß beliefert und damit sich die Arbeiter nicht durch die Menschen drängeln müssen, gibt es spezielle Wege die nur Angestellte vom park nutzen können, gekennzeichnet durch die Mittellinie:

    Name:  Bildschirmfoto 2016-04-07 um 02.17.05.jpg
Hits: 529
Größe:  116,1 KB

    Doch was auch immer wieder passiert: Das Regenbogenrad dreht sich (bei Windowsnutzern wären es die drehende Sanduhr). Das Spiel hängt sich doch öfters gern auf. Naja. – Inzwischen ist es übrigens die Alpha 9a.

    Name:  Bildschirmfoto 2016-04-07 um 03.11.55.jpg
Hits: 515
Größe:  125,7 KB

    Für alle die mal genau lesen wollen wie sich das Spiel entwickelt und was wie hinzugefügt und verbessert wird, packe ich hier den aktuellen Changelog in einen Spoiler:

    Versteckter Inhalt:


    Version 9a:- made settings screen accessible from main menu
    - fixed problems with building raised paths
    - fixed Wing Coaster getting stuck in block brakes


    Version 9:
    - added Tourbillon
    - added general purpose blueprints (can contain about anything now)
    - added cobblestone and gravel path styles
    - added changing fence style of flat rides
    - added Tilt Shift option to graphics settings menu (disabled by default)
    - added options for hiding paths, attractions
    - added renaming people
    - added new settings screen (+ changing resolution, rebinding keys)
    - added a few missing scenery structure pieces
    - guests without a map can also head for specific locations like shops and rides etc. now, but less frequently
    - did a tracked ride excitement rating balance pass
    - made it possible to raise fences
    - changed rocks to be recolorable
    - improved raised object building
    - improved save/load dialog performance
    - improved people performance
    - overall performance improvements
    - increased guest spawn rate
    - improved error handling when encountering problems with loading modded objects
    - fixed people sometimes getting stuck
    - fixed ride entrance/exit sometimes rotating towards a path it couldn't connect with
    - fixed a case where deleting a bobsled coaster station would crash the game
    - fixed a case where guests would never leave a coaster
    - fixed round settings of some flat rides getting reset
    - fixed zoning tools and other mouse tools deleting objects when right-clicking
    - fixes issues on Linux with Nvidia GPUs


    Version 8:
    - added Staff Room
    - added Ghost Mansion Ride
    - added Spiral Slide
    - added generic and spooky walls
    - added setting to flat rides for controlling how many rounds they go
    - added "see through scenery" toggle
    - added connecting to ride entrances/exits from the sides
    - added color filters to graphics settings menu
    - added TV deco objects
    - added ride repair animation
    - added log flume water flow animation
    - added delivery crate stickers
    - added fast object deletion: right-click an object, then drag the mouse around to only delete objects from the same category
    - added recoloring multiple objects by click-dragging with the brush tool
    - changed castle walls to be recolorable
    - a bunch of game balance adjustments
    - made path styles moddable
    - fixed not being able to right-click-delete queues sometimes
    - fixed custom colors of entrance tile not updating when recoloring queue
    - fixed a case where guests stepped onto employee paths (possibly ride platforms too?)
    - fixed Janitors not cleaning up if you dropped them on a pile of trash
    - fixed bad path cursor positioning when right-click-deleting paths
    - fixed delivery crates of removed shops staying around forever (get reused now if needed)
    - fixed not being able to initiate angle slider drag by clicking anywhere on the circle
    - fixed terraforming tools stopping to work when switching between tabs
    - fixed guests occasionally leaving train before it's fully inside station


    Version 7a:
    - fixed issues with all swinging tracked rides
    - fixed white artifacts on water lilies
    - fixed Star Shape sometimes loading in wrong orientation and made it stop a bit faster
    - fixed resize slider of resizable objects closing immediately
    - fixed menu bar weather icon being a month behind
    - should fix edge scrolling not working properly on some systems


    Version 7:
    - added Star Shape ride
    - added deco builder categories
    - added Ambient Occlusion (can be disabled in graphics settings)
    - added some new deco objects, stone bench, new dirt path platforms
    - added visualizations for the remaining person stat values
    - added some more people outfits, hairstyles & hair color variation
    - reduced people walking in circles on wide paths
    - improved builder window loading times
    - overall performance improvements
    - fixed workmen dropping crates when loading savegame
    - Linux: fixed decimal number input fields not working properly with a non-english locale
    - Windows 10: fixed empty coaster/transport ride tabs when installing the game to C:/Program Files


    Version 6b:
    - significantly reduced memory usage
    - fixed performance issues introduced in Pre-Alpha 6
    - fixed mechanics being unable to reach rides
    - fixed people drowning in tunnels below water
    - Linux: fixed special segments in track builder being invisible


    Version 6a:
    - fixed guest spawning accidentally being disabled, OOPS (took precautions so this won't happen again)


    Version 6:
    - added Inverted Coaster
    - added ride music
    - added people <-> water interaction
    - added saving color palettes, picking colors from existing objects, repainting existing objects
    - added mod settings
    - added sounds for: Bobsled Coaster, Vertical Drop Coaster
    - added new background music
    - added a couple hundred new build sound effects
    - added attraction options: wait for half full, wait for full (+ Alpine Coaster can't run without full cars anymore)
    - added new rain
    - guests can leave trains now before they reached the front of the station
    - improved mechanics behaviour for maintaining/repairing rides with multiple stations
    - improved blueprint builder preview performance (a lot)
    - some AI improvements; most notably made employees return to their assigned zone if they're outside of it
    - improved track heightmarks: always keep them visible at unconnected track ends
    - made sure windows don't accidentally get lost behind menu bars
    - Windows: moved savegames, blueprints and mods to "My Documents/Parkitect" folder; fixes issues on Windows 10
    - Linux: should fix windows not rendering properly
    - fixed terraforming tool being fiddly when raising/lowering large sections of terrain
    - fixed delivery crates getting stacked so high that handymen couldn't pick them up
    - fixed objects not following cursor nicely when snapping to grid corners
    - fixed guests being stuck on ride exit if exit isn't connected to a path
    - fixed changing attraction waiting time not working
    - fixed bobsled trains derailing when loading the game
    - fixed bobsled trains derailing when pausing the game
    - fixed excessive bobsled car swing on non-tube tracks
    - fixed parts of notification bar text entries/windows sometimes showing through tunnel entrances
    - fixed scrolling the deco builder window using mouse wheel sometimes not working properly
    - fixed path builder remove button sometimes acting unpredictable, especially when removing stairs
    - fixed zone borders/park fences not rendering properly in loaded parks
    - fixed file name input fields (for savegames, blueprints) allowing invalid characters
    - fixed being able to select/delete underground objects while not in underground mode


    Version 5:
    - added Linux support
    - added Mod loading support
    - added Bobsled Coaster
    - added Castle Walls set
    - added alternate cars for: Steel Coaster, Wild Mouse, Wooden Coaster
    - added sounds for: Steel Coaster, Wild Mouse, Wing Coaster
    - added offset half loops
    - added tower ride height limits
    - added terrain grid intensity option
    - added closing windows with Escape
    - added: hold Shift while dragging path to build tunnels through existing terrain
    - added Entertainer functionality
    - added adjustable terrain grid snapping for deco objects that aren't locked to the grid (Alt + number key to change grid resolution)
    - widened Wing Coaster loops so cars don't clip into them
    - using °F instead of °C when using imperial units
    - disabled sounds for preview trains
    - reduced memory usage
    - improved path dragging behaviour when dragging over terrain that isn't simple slopes
    - improved builder behaviour when building raised objects (stays snapped to position + height after build)
    - improved park load times
    - improved terraforming performance
    - overall performance improvements
    - disallowed building tracked ride stations too far below the ground/too high up for paths
    - Mac: disabled menu bar and dock in fullscreen mode
    - fixed Enterprise being misplaced if rotated
    - fixed balloons going crazy during low FPS
    - fixed some of the terraforming tools freaking out a bit if dragging outside terrain bounds
    - fixed weird stuff happening if starting to edit a tracked ride while its info window is open
    - fixed new parks starting at wrong date if another park has been loaded before
    - fixed visual glitches if editing a tracked ride while a visualization view was enabled
    - fixed clicking attraction platforms not properly opening the attraction info window as intended
    - fixed guests being stuck on rides if ride exit leads into an employee path
    - fixed bad things happening if double-clicking the "New Park" button on the splash screen
    - fixed grasses and terrain overhangs being visible in underground view
    - fixed underground paths having handrails in some situations
    - fixed a case where path tiles would not properly get removed
    - fixed game being unresponsive if loaded with a corrupted settings file
    - fixed clicking on terrain slopes not building stairs although the preview showed stairs
    - fixes terraforming sounds sometimes not stopping


    Version 4b:
    - fixed some extreme lag spikes introduced in Version 4


    Version 4a:
    - fixed Janitors path sweep animation not playing correctly
    - fixed Janitors not being able to transport trash out of assigned zones
    - fixed Janitors sometimes getting stuck in toilets if cleaning them while guests are using them
    - fixed Haunted House doors
    - fixed water not rendering properly on some systems


    Version 4:
    - added Alpine Coaster
    - added Haunted House
    - added people voices
    - added 2 new fences
    - added a bunch of spooky scenery items
    - added 2 new terrain materials
    - added assigning employees to zones
    - added Imperial unit system option
    - added LOD for a couple of objects
    - added terrain height limit
    - added transparent tunnels while in underground view
    - updated path builder (improved build previews, raising/lowering paths)
    - made snapping to paths work while in underground view (improves building underground paths, shops, benches etc.)
    - improved underground view on/off toggling
    - allowed placing new initial station platform after removing all segments of a ride from within the track builder
    - increased max. path height
    - performance: loading blueprint lists is pretty much instant now
    - opened up more systems for modding
    - improved park loading speed a bit
    - fixed Double Ferris Wheel not working anymore after loading savegame
    - fixed wrong sitting pose on Log Flume cars
    - fixed not being able to right-click-delete through build previews
    - fixed: removed handrails on stairs into underground tiles
    - fixed follow-cam button scrolling view to wrong position if putting a tracked ride into test mode while game is paused
    - fixed built object moving around while shift-raising and moving the camera
    - fixed various smaller annoyances related to building stuff
    - fixed white artifacts around objects placed in front of water
    - fixes problems with cursor not matching UI positions in fullscreen mode


    Version 3:
    - added Mac support
    - added Double Ferris Wheel ride
    - added Vertical Drop Coaster
    - added Helix track segments
    - added newest available game version check to splash screen
    - added edge scrolling (disabled by default)
    - added settings menu (+ settings for enabling edge scrolling, changing sound volumes)
    - added coaster brake release sounds
    - added support for 4:3, 5:4 screen aspect ratios
    - added separate tab for transport rides
    - added ride last maintained/toilet last cleaned displays
    - added new Workman outfit
    - adjusted support height limits to more closely match real rides
    - balance: made guests less picky/stingy with rides
    - balance: lowered how tired people get from walking
    - balance: guests become more interested in different rides over time
    - new attractions are more popular for a while
    - redesigned save/load windows
    - set default graphics quality to "Fantastic" instead of "Fastest", OOPS (you can change graphics quality in the launcher before the game starts)
    - increased zoom range
    - performance: lowered people memory usage, reduced people load times ~12x
    - made Entertainer recolorable
    - fixed vomit footprints not being rendered properly anymore
    - fixed chain lifts not catching trains properly sometimes
    - fixed shop/flat ride/fence/path builders freaking out a bit when hovering cursor over vertical terrain
    - fixed sometimes not being able to build a ride/shop next to vertical terrain even though there's enough space
    - fixed a case where trains did not derail when they should
    - fixed broken water on lower quality settings
    - fixed queue signs being misplaced if spawned on stairs
    - fixed 5° banks not behaving properly, throwing the entire track banking off
    - fixed missing collision/height limits checks on first tracked ride segment
    - fixed building blueprints through trees


    Version 2:
    - added "hired" date to employee info tab
    - added "Opinions" tab for attractions, shops
    - added indication for toilets that need cleaning
    - added confirmation window before going into edit mode of an opened tracked ride
    - added: people can walk across terrain now (if they're not on a path anymore for some reason)
    - balance: reduced guest dirt tolerance
    - reduced coaster friction a tiny bit
    - lowered guests interest in re-visiting the same type of attraction depending on how often they've been on this type of attraction before and how long ago the last visit was
    - made guests not leave queues if it starts raining
    - made sure guests don't walk past dirty toilets if they really need one (but they won't like it)
    - made janitors/handymen drop trash/crates if you pick them up
    - improved terraforming performance
    - disallowed raising tower rides through objects placed above them/raising underground towers out of ground
    - increased minimum loop size
    - started working on wooden coaster sounds
    - fixed dent at the top of loops
    - fixed camera not properly following trains anymore since 1.3
    - fixed a case where a tracked ride train would not properly stop in the station
    - fixed problems with placing water lilies
    - fixed: clicking on a shop would sometimes select the shopkeeper inside
    - fixed a case where queue lines would get messed up/break after loading savegame
    - fixed rotating rides sometimes not stopping properly during low FPS
    - fixed Teacups ride behaving strangely if not build in default orientation
    - fixed a problem with stat calculation for rotated coaster blueprints
    - fixed some flat ride platform tiles not being properly connected sometimes
    - fixed puke hovering above stairs
    - tracked ride stats should be more stable between different test runs now


    Version 1.3:
    NOTE: the game expects savegames to be in the Saves/Savegames folder now. Please move your existing savegames there if you want to continue using them.


    - added Blueprints (saving tracked ride designs)
    - added Wave Swinger ride
    - added new topiaries
    - added a bunch of new build sfx
    - added new Entertainer walk animation
    - added shop and attraction satisfaction rates
    - added Toilets getting dirty if used; Janitors clean them
    - added some employee stats
    - tweaked coaster physics (increased friction, so some old rides might not work anymore)
    - did a balancing pass on flat ride and tracked ride stats
    - did a balancing pass on guest happiness and ride preference
    - made guests better at judging how much they liked a ride (Ferris Wheel and transport rides are still problematic)
    - made terraforming tool and tower ride height changer feel more responsive
    - shortened queue signs and lamps to fit into tunnels
    - despawning derailed cars after a while; enabled collisions between cars
    - increased max. support height on Suspended Coaster
    - moved shops back a bit so guests don't clip into them as badly
    - made park visualizations (happiness, trash) respond faster
    - guests: tweaked collision avoidance to look more natural, should also result in fewer collisions; better foot placement while walking
    - increased attraction builder preview image sizes
    - clamping number input fields to valid ranges
    - improved the look of wooden supports on some terrain configurations
    - fixed terraforming tool sometimes producing weird unexpected results with smoothing enabled
    - fixed terraforming flatten tool not properly following the mouse cursor
    - fixed cursor jumping around near vertical walls in terraforming tools
    - fixed a case where guests would step onto employee paths
    - fixed guests getting stuck if toilet they're using is being deleted
    - fixed tracked ride entrance/exit being deleted if adjacent station platform was removed
    - fixed some problems with longitudinal G force calculation
    - fixed a case where a path tile failed to delete and gave infinite refunds
    - fixed park entrance being misaligned
    - fixed newly hired employees appearing in the list of whatever employee tab is currently opened in the employee manager window
    - fixed wooden supports clipping through the track
    - fixed ghost train behaviour and stats for multi-station tracked rides
    - fixed people getting confused on stairs (most notably guests on stair queues)
    - fixed bench/lamp/bin-builder not previewing correct prices while multi-building objects using Shift key
    - fixed fence builder not previewing building costs when dragging
    - fixed park info window opened from sidebar menu being slightly different than when opened from clicking on park entrance
    - fixed guests not receiving as much nausea on rides as intended
    - might fix a bug that caused workers to stop working (blind fix, let me know if it still happens)


    Version 1.2:
    NOTE: you might have to close and re-open some tracked rides in existing savegames.


    - added Carousel
    - added deco objects: water tower, barrels, vases, modern pavilion
    - added Tea drink to Hot Drinks stall
    - added proper Wing Coaster stations
    - tracked rides don't need an entrance for every station anymore
    - did a balancing pass on food: increased all food effects; made duration between taking bites more predictable and reduced it; changed required resources and resource costs a bit; reduced toilet need gained from food/drinks
    - reduced effect of certain thoughts on happiness
    - made sure guests don't head for shops that are really far away
    - made guests stop heading for rides/food if they are very tired
    - improved error logging
    - improved behaviour when placing a queue tile next to two queue ends where one of them is connected to a path and the other isn't (always connect to the queue that has an open end first)
    - scaled down some tree colliders
    - fixed inverted wing coaster supports
    - fixed: queue ends belonging to different stations aren't supposed to connect to each other
    - fixed deleting raised tracked ride station platforms not working properly
    - fixed people pushing each other off of paths in some situations, should prevent them from ending up in places they're not supposed to be (such as flat ride platforms)
    - fixed guests not being properly lined up in queues anymore after loading savegame
    - fixed: don't advance path cursor if building in a location isn't possible
    - fixed staff management window not behaving as expected when resized
    - fixed visual glitch on the head of bald dudes
    - fixed grasses clipping through flat ride platforms/park entrance paths
    - fixes for data visualizations: made sure black/white effect stays on as long as there's an active data visualization; data visualizations work for objects that have been created after enabling the visualization now


    Version 1.1:
    - added confirmation dialog when removing rides
    - added: saving/restoring the sizes of resizable windows
    - added confirmation dialog when trying to save over a different existing savegame
    - added employee status to staff list entries
    - made trash bags automatically disappear after a while (for now)
    - improved building paths from raised station entrances/exits, simply click on the entrance/exit tile and start dragging (worked before, but requires less precision now)
    - fixed coaster segments sometimes not being properly deleted, Wing Coaster seemed to be particularly prone to this
    - fixed: sometimes stuff got deleted that shouldn't be deleted (when auto-deleting something overlapping, such as trees)
    - fixed doubled finance view entries for January, Year 0
    - fixed missing collisions on Chinese Food stall
    - fixed Ferris Wheel using too much CPU time
    - fixed guests sometimes using employee paths as shortcuts
    - fixed problem with calculation of drop height rating of tracked rides that lead to all kinds of weird side-effects
    - fixed a case where guests would get stuck, most commonly on station platforms
    - fixed fence build previews not disappearing if canceling build with Escape
    - fixed excessive amounts of bloom on lower quality settings
    - fixed Enterprise not rotating in splash screen logo
    - fixed some cases where staff would stop working
    - fixed "Continue" button in splash screen not working
    - a couple of fixes for savegame loading problems
    - rewrote build preview shader, hopefully this fixes problems some were experiencing with build previews not being rendered properly

    patti, Xceler8or, Top-Spin und 2 anderen gefällt dieses Posting.

  13. #13
    Aktiver Freund
    Registriert seit
    29.08.2013
    Ort
    Düren
    Alter
    23
    Beiträge
    258
    Besuchte Parks
    15
    Gefahrene Bahnen: 88

    Standard

    Hab mir das Spiel vor kurzem geholt und bin sehr angetan. Dadurch, dass sich das Spiel noch in einer Pre-Alpha Phase befindet kann man noch nicht so viel machen und hat nur eine leere Map zum bebauen aber selbst das macht schon ziemlich viel Spaß. Es fühlt sich einfach an wie RCT2 (das Spiel meiner Kindheit)

    Für die Leute, die noch Interesse an dem Titel haben habe ich mal ein kleines Let's Show aufgenommen und ich werde das Spiel in ein paar Parts antesten




    doCoaster, Anele, Flopsi98 und 1 anderen gefällt dieses Posting.

  14. #14
    Aktiver Freund
    Registriert seit
    29.08.2013
    Ort
    Düren
    Alter
    23
    Beiträge
    258
    Besuchte Parks
    15
    Gefahrene Bahnen: 88

    Standard

    Am 05.05.2016 ist das Spiel in den Steam Early Eccess gestartet und hat somit die Pre-Alpha Phase verlassen.
    Zu diesem Anlass wurde auch wieder einiges an dem Spiel geändert und hinzugefügt.
    Das wichtigste habe ich wieder in einem Video zusammengefasst



    Hier gibt es die Änderungen zum nachlesen: devlog.themeparkitect.com

    lg. Simon
    doCoaster, Xceler8or und Dave gefällt dieses Posting

  15. #15
    CLUBMEMBER Avatar von Marcel46
    Registriert seit
    07.02.2013
    Ort
    Düsseldorf
    Alter
    21
    Beiträge
    1.230
    Besuchte Parks
    64
    Gefahrene Bahnen: 318
    Besuchte ParksGefahrene Bahnen

    Standard

    Wie kommt es eigentlich, dass dieser Trailer hier noch nicht verlinkt wurde?



    "GET YOUR ASS DOWN TO FUNTOWN CITY'S ADRENALINE MEGALOPOLIS!!!!!!!"

    doCoaster, Tripsdrill Fan, Flix und 1 anderen gefällt dieses Posting.
    Letzte gefahrene Bahn: Taron (Phantasialand) - Letzter neuer Count: Untamed (Walibi Holland) - Beste Bahn: Untamed (Walibi Holland)
    Meilensteine: #100: Helix (Liseberg) - #200: Shark Bay (Crealy Adventure Park) - #300: Cobra (Tivoli Friheden)

Seite 1 von 5 123 ... LetzteLetzte

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •