So we ran some analytics over the last couple months and found that less than 2% of our players use DirectX 9. DirectX 10 is available since ~10 years by now, but we still wanted to know how many people would be affected by this change. On the downside, we’ll have to drop DirectX 9 support for it. We can theoretically use up to 256 different terrain textures, and savegame size shouldn’t be increased by more than a couple hundred kilobytes in most cases. Actually, it’s even more fine-grained than that, because each quater tile is further divided up into 4 triangles so you can paint around hills nicely:Īs you can see, transitions between tiles aren’t exactly smooth but it’s better than straight edges, and I think our art style allows us to get away with the hard cuts. You can change the texture for quarter tiles now instead of for the whole tile, so it’s more fine-grained than before. I’ve been thinking about this a lot since the Christmas Holidays break last year and did a bunch of research and prototyping, and we’ve finally arrived at a method that we like The old textures looked particularly bad around hills it shouldn’t increase savegame sizes too much This can clash with the first requirement for example -Texture Splatting is usually only done with up to 4 different textures, or requires lots of big splat textures, which leads us to the next requirement… hard straight edges between textures don’t look nice, there should be some sort of transition. we wanted to not be severly limited in the amount of different terrain textures we can use (~8 at least) The reason is that we have a list of requirements/wishes for them, and figuing out a technique that fulfills them all took a while Improving terrain textures has been an open task for a very long time. I think the other game(s?) could reeeally benefit from something like this to give spice to more people's parks instead of always starting out with pre-made or flat lands.Īlso friendly reminder that this is an $18 game that works on almost any computer. Was certainly not expecting the drop tower, let alone the lay-down flat tower! added world markers for person thoughts added auto-minimizing deco builder window added running costs for shops and utility buildings added smaller park entrance that is easier to theme added terrain generator to scenario editor Releasing it all at once when it’s finished would be difficult, so we’ll ship what we currently have and continue improving it over the next few Alphas until it’s done (like we’ve always done it with all parts of the game ). Updating it all is a ton of work that’ll be ongoing for a while. We added Skyfall, a drop tower ride where guests are turned into a horizontal position during the drop:Īnd there’s the Junior Coaster from this weeks Art Stream:Īnd Gabby made progress with the visual overhaul of the UI. changed raising terrain/rides/buildings to 0.Alpha 11 is now available for download! The full change log is at the end of this post. Look forward to hearing the results of that in the future :) Changelog When possible we try to use recordings of real ride sounds, so the audio team went to a nearby Go-karts track this week for a recording (and racing) session. It’s a pretty interesting looking ride with a fairly small footprint, and it turned out quite nice: We’ve added the Inverted Double Swing ride from this weeks Art Stream. Note that support for DirectX 9 has been dropped with this update so if you have any trouble running Alpha 12 please make sure your graphics drivers are up to date / check for DirectX updates through Windows Update first. There have been some bigger changes under the hood, so please let us know if you encounter any problems. Alpha 12 is now available for download! The full change log is at the end of this post.
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