Garret finished a new ride, the Monorail Coaster: We added it because there was nothing in the game that told you that this is actually something the game keeps track of, so it’s mostly there to remind you that you might want to take this into account when designing your park. It might seem a bit pointless since “roofs protect from rain” is intuitively understandable without a visualization view… We added a new rain protection visualization (and all visualizations have these legends now at the top of the screen): It really is nice to have though for gameplay reasons too, since the flat old sprite would sometimes get clipped so much on stairs that it was entirely invisible. Now with the decals we can show the borders exactly where they are:īoth screenshots show the exact same zoning, but note how in the old one you can’t really tell which parts of the raised path and the buildings belong to which zone without going into a top-down view.ĭecals also allow us to properly project puke onto stairs, which clearly is the killer feature everyone has been waiting for This didn’t work very well with objects that aren’t near the ground:
![parkitect game grahic sttings parkitect game grahic sttings](https://cdn.akamai.steamstatic.com/steam/apps/453090/extras/banner_campaign.png)
Previously we drew zone borders that followed the terrain and rendered them on top of anything else. This is especially useful for the zone visualizations. The new rendering pipeline allows us to use decals, so we can nicely project graphics on top of 3D geometry now. See below for higher resolution comparison shots! As usual there are graphics settings for these new effects so you can adjust them to better fit your preferences. We’ve also enabled a slight bit of tilt shift by default. We also gave the camera a bit more perspective and overhauled the lighting and color balance.
#Parkitect game grahic sttings free
This one is nearly free and very stable and high quality. It works very well with Parkitects clean art style and is something we wanted from the beginning, but previous versions we tried were very performance heavy and flickery. To begin, we’ve added Ambient Occlusion which adds some shadows to occluded areas, giving the entire scene more depth. We have switched rendering pipelines from a forward renderer to a deferred render over the past few weeks, which completely changes how the game is being rendered and allows us to use some nice modern graphics features with very little performance cost. While last month was focused on maintenance work, March will be all about visuals.