Parkitect development in numbers

I always find statistics posts about projects interesting…
We’ve been working on this for almost 7 years now, so here’s a bunch of numbers about Parkitect!

Project

Engine: Unity
Programming language: C#

Asset folder (the actual “content” of the game):
Size:
3.93 GB
Files: 35,944
Folders: 1,322

Total project folder (this includes Unity cache files etc):
Size: 21.6 GB
Files: 364,258
Folders: 2,837

Build duration (all supported platforms together): ~20 minutes (incremental build; a clean build would take 1-2 hours)


Repository

Type: Git
Size: 3.5 GB
Branches: 90
Commits: 13,778 (a “commit” is a change to the game, like for example the addition of a new feature or a bug fix. It can be anything from a single number being changed in the code to the addition of hundreds of new sound files in one go)

Here’s a visualization of all the file changes made during development.
Every dot represents a file in the project. A file getting zapped represents a change to that file. Every branch represents a folder in the project (with the folder name being shown as text).
The legend on the left side explains what the colors mean, and how many files of a certain type there are in the project.
The most important file types are:

cs: C# source code file
prefab/asset: Unity data files
fbx: 3D model
wav/ogg: Audio files

We moved the repository in 2017 which messes up the visualization a bit.

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File changes by release:
Campaign:
 46,732
Multiplayer: 7,230
Taste of Adventure: 6,404
Booms & Blooms: 5,117


Code

This only includes our own code, not engine or other third-party code

Size: 7.44 MB
Files: 2,112
Folders: 138
Lines: 241,156

Biggest files (Top 5):
1.:
Park.cs (3,737 Lines, contains a bunch of data + methods related to stuff belonging to the park)
2.: MultiplayerController.cs (2,946 Lines, base class for multiplayer related code)
3.: TrackBuilder.cs (2,461 Lines, handles most of the track building UI)
4.: TrackSegment.cs (2,335 Lines, contains methods for positioning trains and connecting multiple segments to a full track)
5.: Attraction.cs (2,192 Lines, base class for handling user interactions when building things in the game)

Lines of code by topic (Top 4):
1.: Attractions (40,828 Lines)
2.: UI (35,915 Lines)
3.: People AI (13,607 Lines)
4.: Multiplayer (11,123 Lines)


Art

3D models:
Size: 221.49 MB
Files: 2,276

Textures:
Size: 227.07 MB
Files: 961


Audio

Sound files:
Size: 2.52 GB
Files: 4,789


Stores

Updates released on Steam: 533 (in addition to the regular monthly updates we like to patch immediately if there’s anything that might be inconvenient for players. There’s also many non-public updates though for testers)

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3 years ago

Announcing Parkitect Multiplayer!

Hey everyone, it’s the 2nd anniversary of Parkitect’s 1.0 release this week and we’ve prepared something for you to celebrate:

On December 8 we’ll release a new free update that adds a cooperative online multiplayer mode!


Up to 8 people can play together, building the same park. You can see what other people are doing - it’s a bit like everyone is playing together on the same PC.

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Creating a new game or joining one is done through a lobby. You can also directly invite your Steam friends to join. It’s pretty easy!

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Have a good one!

parkitect video game theme park amusement park roller coasters steam gog game cartoony cute colorful colourful building strategy simulation
3 years ago

Parkitect: Booms & Blooms released!

The big free update to Version 1.6 and our second paid DLC called Booms & Blooms are available now.

Here’s a summary of all the changes:

Booms & Blooms DLC (paid):

  • added Effects Controller for creating your own fireworks shows, fountain shows, triggering effects from rides, … (+ modding support for triggering animations!)
  • added Tilt Coaster
  • added Pivot Coaster
  • added Steeplechase
  • added Rowboats
  • added Heart Breaker
  • added Star Flyer
  • added switch segment for Mine Train Coaster, Junior Coaster
  • added custom image flags
  • added fireworks
  • added speakers for playing music across the park/custom sound effects
  • added new trees and shrubs

Version 1.6 (free):

  • added option for automatic day/night cycle
  • added mowed grass terrain type
  • added deco objects: frames, additional basic shapes, truck, small light that can be stuck to surfaces
  • added alternate font styles for 3D text signs
  • added German guest names
  • added stat boost display to stats tab in employee info window
  • added option for changing rotation direction to many flat rides
  • added leaf movement animation to trees
  • added depth visualization to blueprint builder
  • added Italian translation (thanks to Antonio!)
  • improved performance in heavily decorated parks by up to 50%
  • improved performance of ride lights to cost ~90% less than before
  • improved performance when placing blueprints
  • improved audio implementation, resolving issues with sounds not playing/being too loud after loading savegame
  • improved fire/water/smoke effects by allowing them to be stuck to any surface
  • improved number input fields to use proper decimal separator depending on system language
  • improved long grass deco object and other older plants to have custom colors
  • increased zoom range
  • updated most trees to be resizable
  • updated object highlighting to use an outline
  • fixed visual artifacts around objects in front of water
  • fixed game window getting resized when opening graphics settings menu after manually resizing the window
  • fixed a case where the height of the Skyfall ride could not be changed
  • fixed a very rare case where the UI could become unresponsive
release
3 years ago

Announcing the Parkitect: Booms & Blooms update!

Hey everyone, we’re excited to tell you about the Parkitect: Booms & Blooms Pack today!

It will launch next week, on September 2nd.

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This update consists of two parts: the paid Booms & Blooms Pack ($7.99/€6.59), adding explosive new content; and a free patch that adds a whole bunch of improvements and new features to the base game.
Here’s a trailer to show you some of the highlights:

So, what exactly is included?

Paid content

In the Booms & Blooms pack you’ll find:

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With the new Effect Controller you can create your own firework shows or synchronize effects with your rides! There’s also new speakers that allow you to play your own music, or you can use the Effect Controller to trigger your own sound effects.

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Two new thrill rides, one new water ride, and three new coasters! And with the new switch segments your Mine Train Coasters and Junior Coasters can ride backwards!

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There’s a new set of trees, and new flags that you can put your own images on!

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Free update

Some of the highlights of the free portion of this update include:

  • adjustable direction for spinning rides
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  • new basic shape variations, updated old plants to be recolorable, updated many old trees to be resizable 
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  • we have completely reworked how the game gets rendered, making use of some more modern GPU features to improve performance. How much of a difference you see depends on your system and the park you’re playing (the more heavily decorated your park is the bigger the difference you’ll see).
    Camera mods should benefit from these improvements as well.
    As a result of these improvements we also allow you to zoom out further now.
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  • similar changes have been made for the light animations of flat rides, moving more work to the GPU. Again, how much of an improvement you’ll see depends on your park - the results you see below is for one of the most extreme cases possible
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release
3 years ago

Version 1.5d Update

We’ve released a few updates since the big Taste of Adventure update - here’s a summary of the changes:

Version 1.5d:

  • added a tooltip that displays the ride stats whenever a test run is completed while building a track
  • fixed balloons being invisible after loading a savegame
  • fixed issues with disappearing text on Mac/Linux
  • fixed guests not entering rides without queues
  • fixed not being able to lower/raise licorice/chocolate fences
  • fixed error when changing prices in zone window attraction list fixed balloons getting sometimes stuck when bulldozing balloon shop fixed being able to build Spinning Coaster elevator sections through other rides
  • fixed guests having trouble getting to the park entrance in the Jungle Adventure scenario
  • fixed bad performance when changing terrain type under water
  • fixed nothing left to research when converting campaign savegame to sandbox mode
  • fixed a case where it was possible to remove objects in pause mode when it is not allowed
  • fixed a case where coasters could temporarily have an extreme intensity rating for no apparent reason fixed ride entrance/exit tiles missing tunnel frames when burried below terrain
  • changed ride stats to not count station wait times anymore

Version 1.5c:

  • added Spanish translation
  • added option for inverting vertical camera axis
  • updated all translations
  • fixed not being able to build river rapids blueprints if the ride has any bumpers
  • fixed no tracked ride blueprints goal sometimes not getting completed
  • fixed not being able to select 3D text for blueprints/with the bulldozer tool
  • fixed wrong train spawn orientation when spawning on a turntable
  • fixed an error in some custom train mods that made it impossible to select objects
  • fixed doors not working when placed on an attraction exit
  • fixed tall diagonal helixes could go off-grid
  • fixed guests being able to see through flat ride platforms

Version 1.5b:

  • changed “no pause” optional goals to “no building while paused”
  • fixed a case where queue lines could be misconnected when built in a certain order
  • fixed queue signs on queue tiles that use only one custom color having wrong custom colors
  • fixed graphical glitch when building an elevator
  • fixed “My Images” folder having to be created manually
  • fixed a case where blueprint preview images would be tiny
  • fixed not being able to put some Candy/Adventure theme objects into blueprints
  • fixed category list in deco builder window cutting off long category names in wrong places
  • fixed ghost train previews not running during thunderstorms
  • fixed not being able to build depots/trash chutes in scenarios where building underground is disabled
  • fixed being able to build through downward elevator segments
  • fixed weirdness when trying to place a flat ride on a lake/lava near terrain edge
  • fixed a case where doors would visually clip through walls when they shouldn’t
  • balance adjustments for “Taste of Adventure” campaign
  • added command line argument -savedatafolder=Your/Path to allow using any savegame folder location you want (e.g. for installing and running the game from a USB drive)

Version 1.5a:

  • fixed coaster physics behaving differently than before the Version 1.5 update
  • fixed attraction/shop marketing campaigns being much cheaper than they used to
  • fixed vertical custom image signs displaying the images upside down on one side
  • fixed a case where resetting campaign progress could lead to a black screen instead of reloading the campaign map
  • fixed loud fire noises on the Yucatan Ridge scenario from the Taste of Adventure campaign
  • fixed medieval door appearing in the wrong deco category
  • improved color randomizer button to generate more varied colors
release
4 years ago

Taste of Adventure expansion out now!

Here’s the full changelog:

Taste of Adventure expansion (paid):

  • added new campaign with 10 scenarios
  • added Candyland theme
  • added Adventure theme
  • added River Rapids
  • added Inverting Wooden Coaster
  • added Inverting Spinning Coaster
  • added Vertical Spinning Coaster
  • added Swinging Coaster
  • added Safari Ride
  • added Experience
  • added Clockwork
  • added Shirts stall
  • added Sub Sandwiches stall
  • added Corn Dogs stall
  • added Cookies stall
  • added animated door and gate deco pieces
  • added Lava
  • added turntable segments for Water Coaster, Boat Dark Ride
  • added elevator segments for Wild Mouse, Spinning Coaster
  • added 3D text signs

Version 1.5 (free):

  • added customizable water color
  • added custom image signs (+ modding support)
  • added ride photo sections
  • added spin lock option to Spinning Coaster
  • added free park entry/free food/free ride voucher marketing campaigns
  • added option for continuing to play with all research available after completing all scenario goals
  • added construction costs/remaining value display to shops/rides info tabs
  • added color palette randomizer button
  • added scenario editor tool for marking deco objects as source of bad scenery rating
  • added scenario editor setting for disallowing building underground
  • added “win without pausing” scenario goal
  • added “win without using ride blueprints” scenario goal
  • added “own at least x tiles of land” scenario goal
  • added option for resetting campaign progress
  • added modding support for custom coaster trains
  • allowed using regular path styles as queues
  • allowed overlapping staff zones
  • improved track builder: when deleting a track segment the track builder UI preselects the settings of the removed segment
  • improved Steam Workshop support: savegames, scenarios and blueprints can be updated now
  • improved tracked ride animations to be much more smooth
  • updated Content Manager window to load faster; added search and filters for own/subscribed content
  • updated fountains to be resizable
  • updated underwater tunnels to be buildable anywhere
  • updated guest visualizers to highlight objects with positive or negative influence
  • updated sandbox mode to award all goal rewards from the start when playing without goals
  • updated night mode to be remembered in savegames
  • updated ghost mansion ride to allow more trains
  • updated blueprint builder window to display approximate cost when building without deco
  • fixed some rides (like Go-Karts or Calm River Ride) counting as “coaster” in some statistics/goal completion checks
  • fixed a case where a vandalism wave event notification could get stuck after loading a savegame
release
4 years ago

Announcing the Parkitect: Taste of Adventure update!

We’re super excited to show you the Parkitect: Taste Of Adventure today!

It will launch next week, on November 20th.

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This is a huge game update that consists of two parts: the paid Taste of Adventure expansion, adding a ton of tasty new content; and a free patch that adds a whole bunch of improvements and new features to the base game.
Here’s a trailer to show you some of the highlights:

So, what exactly is included? 

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There’s a whole new campaign map for you to prove your theme park building skills in 10 challenging scenarios. Can you also beat them without pausing the game or using blueprints?

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Adventure

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Exciting new objects for the most intrepid adventurer!

Candyland

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Welcome to the land of cotton candy and gingerbread!

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River Rapids

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A staple in many theme parks, but certainly the trickiest ride for us to implement!
Features customizable channel width, freely placeable bumpers, rapids and waterfalls

Safari Ride

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A calm scenic ride that can be made more exciting with freely placeable bumps on the track.

Vertical Spinning Coaster

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A coaster than can only be built vertically with freely spinning rows of seats.

Swinging Coaster

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A Wild Mouse-type of coaster with unique cars that can swing sideways

Inverting Spinning Coaster

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A spinning coaster capable of launches and inversions

Inverting Wooden Coaster

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A hybrid coaster combining wooden and steel sections

Experience

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A thrill ride that spins and inverts guests

Clockwork

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A flat ride that looks exciting in motion but is fairly tame

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Cookies, Shirts, Sub Sandwiches and Corndogs!

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  • Animated doors and gates
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  • Lava
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  • turntables for the Water Coaster
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  • elevators for the Wild Mouse, Spinning Coaster and Swinging Coaster
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  • customizable 3D text signs
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Free update

Some of the highlights of the free portion of this update include:

  • customizable water colors
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  • custom image signs (with modding support!). Your custom images are stored in the savegame/blueprint, so other players can see them too when downloading your shared content from the workshop! Note that custom images take up a lot of the limited storage space in blueprints though
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  • ride photo sections for all tracked rides
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  • modding support for creating custom coaster trains!
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  • improved staff zoning that allows overlapping zones
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  • all path styles can be used as queues now
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  • improved track builder that preselects the settings of removed track segments, making track editing faster
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release
4 years ago

Version 1.4

Half a year ago Parkitect 1.0 has been released, which seems like a milestone worthy of a small update!

Todays free update adds the following:

Knight costume for Entertainer
A fitting costume for the medieval deco theme

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Photo Spots
Encourage your guests with these new path objects to marvel at your scenery and take a photo of especially beautiful places

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Boat Dark Ride
A pretty high-capacity gentle water ride where guests ride in boats through nicely themed scenery. The boats have no restraints so this ride is only capable of very small drops.

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Flat ride modding support
Thanks to contributions by Michael P the Parkitect Asset Editor allows modders to create completely custom flat rides now, such as this Barrel Dance ride by p.marcell

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In other news, due to Garret being located in Canada and me in Germany we’re forced to work remotely which is working fine, but I had grown a bit tired of working from home every day for the past five years of Parkitect development. So over the last few months I’ve been busy with setting up a proper small office and we’ve hired a second full-time programmer.
Thanks to your support Parkitect has done really well and is continuing to do so, which allowed us to do this. We’re all set up now to continue supporting Parkitect and new projects eventually and can’t wait to pick up work at the new place in about three weeks :)

release
4 years ago

Version 1.3

Version 1.3 is available now! It mostly fixes some annoyances, for example the default window spawn positions have been improved to not be in the center of the screen anymore (i.e., the place you want to work on and most likely don’t want to have obstructed by windows…)

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Since the game remembers where you dragged the windows to you will only really notice this on a fresh install. It has been annoying many new players though, so it’s good to have that improved.

We also overhauled the Build Challenge voting UI. The old UI always gave an advantage to entries that were submitted early. It showed the highest-rated entries first, so if you submitted a good entry very early it was likely to get to the top of the list and as a result receive even more votes and stay at the top, whereas entries that were submitted after a few days oftentimes got buried and received very few votes. This has gotten more extreme after the 1.0 launch since there are more players now.
The new voting UI looks like this:

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  • it only highlights one entry at a time, giving you a better view of the build
  • voting or waiting for a few seconds switches to the next entry
  • the order of entries is somewhat randomized but entries with fewer votes have a higher chance of being shown first, so overall everyones submissions should receive roughly the same amount of visibility, even if you submit quite late
  • the actual ranking at any point can still be seen on the Workshop

It’s entirely possible that this will need some further tweaks of course, but let’s see how it goes :)

Changelog

- added new Build Challenge voting system
- added a highlight to the transport system connectors of the Deliveries Building/Depot/Trash Chute when in transport system build mode
- added lower camera sensitivity options
- some campaign balance adjustments
- updated Korean translation
- improved which shop gets researched if scenario starts without a food/drink shop
- improved default window spawn locations to obstruct the view less (for newly installed game)
- improved Korean font support
- fixed guests sometimes ignoring certain food/drink shops when hungry/thirsty
- fixed being able to delete things in the tutorial when you’re not supposed to
- fixed clicking notification for drowned guests moving the camera way off-screen
- fixed rides that were pretty much fully covered still stopping during thunderstorms
- fixed some sounds not playing while game is paused
- fixed a case where background music could play twice
- fixed being able to delete prebuilt scenery on land with support rights (e.g. road in Highway Hijinks scenario)
- fixed market research ride intensity preferences graph being quite inaccurate
- fixed being unable to delete/select particle effects after reloading a park
- fixed rides with a queue length of 1 tile being unpopular
- fixed “hold to win” countdown resetting when reloading savegame
- fixed mods not being loaded when creating a new scenario
- fixed bad starting loans in default sandbox scenarios

release
5 years ago

Korean + Dutch, Soundtrack

Parkitect has an official Korean translation now, and the Dutch translation received a complete overhaul.

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The game is by far the most popular in Germany, the US and Korea currently, so we hope the addition of a Korean translation and Korean font support will make the game more comfortable to play.
Parkitect also always had a large amount of players from the Netherlands since the beginning. The Dutch translation had become very incomplete over the years, so it was time for an update :)

We know there are still some very common languages missing, and of course we will continue adding support for more languages over the coming weeks and months.

Soundtrack

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We had some requests to make the soundtrack available as separate download, so if you want to listen to the games music outside of the game you can do so now.
It is now available on Steam.

If you have backed our Kickstarter at the Soundtrack tier or bought the Soundtrack Edition directly from our website you can find the soundtrack as a separate download in your Humble library now. If you’re not using a Humble account and lost your download link please use the Resender to retrieve it.

Changelog (Version 1.2a)

- added Korean translation
- updated Dutch translation
- added stripe pattern to sources of bad decoration rating to make them easier to distinguish from undecorated areas
- small campaign adjustments
- made info pips (no resources, no path connection etc) click-through while building something
- improved ghost train visibility when a visualization view is enabled
- fixed a case where water could disappear in unexpected places when terraforming
- fixed very short rides being more exciting than they should be and 1-2 other small exploits
- fixed a memory leak

5 years ago