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1387091 Posts in 66513 Topics- by 59065 Members - Latest Member: Post N Beam Games

January 19, 2021, 10:13:48 PM

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TIGSource ForumsCommunityDevLogsParkasaurus
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Taky
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« Reply #260 on: February 08, 2020, 10:01:28 AM »

We had included a simple Chain Light that was almost impossible to use when we released into Early Access. Finally having time to go back and improve the system, will share a bit:

Offered more shapes:

Along with better placing mechanics!

Still have a storm of bugs from new features, a bit discouraging when the list gets small then huge again. Sad
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Taky
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« Reply #261 on: February 15, 2020, 06:57:17 AM »

While allowing to build smaller objects within the footprint of larger objects - I realized I can also potentially make walkways, especially those over exhibits. A few experiments this Saturday morning:

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« Reply #262 on: February 22, 2020, 10:25:57 AM »

Did an overhaul on our Office Computer this week.
  • Added an "All Guests" review that shows aggregate values of all your guests from that day
  • Integrated wrapup screen
  • Added guest heat maps!!! This shows the path of guests in the park from that day

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« Reply #263 on: March 14, 2020, 06:13:41 AM »

Big content coming up: Dr. Dino. Does that mean health / sickness? Yes!

We've extended food system. Now, there are 4 types of food for both meat eaters and vege eaters. There is the "agnostic" food that is more expensive but is suitable for all dino sizes. Then there is food tailored for small, medium, and large. This has to be assigned by each feeder, and one also has to ensure they have enough of the food. Smiley

An example of setting in the feeder:

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« Reply #264 on: May 08, 2020, 06:27:13 AM »

Lost a little discipline this last month. Back at it though! (discipline is hard when working alone)

There was a real issue with guests not reaching the back ends of players' parks. The guests would start looking at dinosaurs as soon as they entered a park (wouldn't you?)

One can build an Info Booth, which has a destination beacon. One then selects what that beacon provides, say Fun. So if a guest visits an Info Booth, and requires Fun, they'll go to the beacon. This is useful since the more lucrative dinos are often acquired later in the game and therefor farther back in the park.

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Taky
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« Reply #265 on: May 16, 2020, 06:18:47 AM »

Finally got around to putting in Dino Variety, I've been wanting to do this for balance reasons for a long time.

Currently in Parkasaurus there are 4 tiers of dinos: Imperfect, Uncommon, Rare and Epic. Now the Info pane on your guests reveals the Dinosaur Variety experienced by your guest in addition to the total number of dinosaur seen. If a guest has seen too many dinosaurs of a certain tier they become bored, and donate less.


In the picture above the guest has seen 1 Uncommon dino, 2 Rare dino, and 1 Epic dino. No boredom!


We indicate boredom has set in with red bars as opposed to green.

The end hopes here is to encourage players to have a larger variety and higher tier of dinos. ie. explore more of the game/mechanics.
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« Reply #266 on: May 23, 2020, 07:14:20 AM »

Working on a new level and trying to add some spice. Put in a simple cost multiplier for certain build pieces; in this case fences. Trying to add simple adjustments to what is already a complex system get more bank for buck.

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« Reply #267 on: June 06, 2020, 08:23:13 AM »

More elevated walkway tuning. The navmesh we're using for the guests to get around the park was being finicky with the stairs. Other complications were the guests walking up the stairs in some fairly funky ways. Tuning mostly fixed that. The navmesh transition was a tougher issue. Feeling pretty good now though.

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« Reply #268 on: June 20, 2020, 10:24:01 AM »

Big changes to our overview UI. Decided to actually add information the players need, and functionality that is useful.

For example, we added an easy way cycle through your employees whenever you have one of their information panes open. The overview UI now let' you do a bulk "Auto Assign" experience points to all your employees so assigning on an individual basis (how it was) is not necessary anymore.

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« Reply #269 on: June 28, 2020, 06:00:04 AM »

Par times added recently to extend the life of the campaign and provide a bit more challenge. This is a good example of really getting a lot more content for not too much work. Plus lots fun.

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« Reply #270 on: July 31, 2020, 10:34:06 AM »

Closed to the finish line! 2 weeks out. Jeeeeezzzz. Finalizing language and bugs. We made a trailer for our "close to finishing".








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« Reply #271 on: August 07, 2020, 06:07:50 AM »


Sneaking in some final quality of life improvements such as letting players know what the abilities of the employees do. The best part, re-using previous terms to avoid new translations. Smiley
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« Reply #272 on: August 23, 2020, 04:42:11 AM »

Well - we finished! Last week. Been hectic, fixing a TON of bugs from the influx of players. Now it is really about the next steps. I suspect we'll stick on the game for a while longer, a few more features and quality of life we'd like to get in. I'm also VERY excited to start looking into what we're going to do next.
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« Reply #273 on: August 23, 2020, 08:50:42 AM »

I somehow missed this devlog until now Who, Me?

Dinos and park management? You have my attention...
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