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All versions will be identical with the exception of store-specific stuff such as sharing content through Steam Workshop for example which can't be offered on other stores. We're trying to make sure to offer good alternatives for things like that whenever possible though, so you can still share your creations by manually transferring files or using a fan-made sharing community like parkitectnexus.com
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Sebioff: All versions
Hey Sebioff,

Sorry for posting in here after I made a seperate thread but I saw your post and figured I might as well.

Do you guys know when GoG will be released Alpha 12 for download?
I'm kind of new to games still in Dev on GoG but I thought they were pretty good about keeping up.

SIDENOTE: I am NOT complaining and do not want to sound like I am, I am just curious. There are other games in dev on GoG I'm interested in.
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Sebioff: All versions
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reifnotreef: Do you guys know when GoG will be released Alpha 12 for download?
Hey! Sorry for the super late reply.
On GoG the updates currently get manually uploaded by a GoG employee, so that usually happens on the next business day after we release the update.
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reifnotreef: Do you guys know when GoG will be released Alpha 12 for download?
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Sebioff: Hey! Sorry for the super late reply.
On GoG the updates currently get manually uploaded by a GoG employee, so that usually happens on the next business day after we release the update.
No worries about the late reply, did some googling and found that out.
Thanks for getting back to me though, I know it's a small team making a great game!
Thanks for the updates!
Post edited April 17, 2020 by Nico10eke
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Sebioff: -responding a few years later and several versions in-
1) -Resource system-. Cool. Is there any way to turn it off? It's not exactly what I'd call a good time to have to micromanage to such a level. More abstraction, less distraction.
2) -More ways to build- And in the intervening time, the system used to build them has been often the target of ire in feedback. It's clunky and slow.
3) -Better AI- This claim is nebulous at best. Without some metric or point of comparison, this could be literally anything which means nothing if the park designer is terrible at creating an efficient park flow. Reviews suggest the staff AI wasn't given much care as to force the use of misfeatures.
4) -Usability improvements- With all the grandiose user experience of using a patient monitoring system. Sorry, but the visual presentation of information is rather below the target.
5) -Other systems- Which many I personally feel are tacked on, such as immersion, staff paths, underground piping, and other things which have the feel of misfeatures & performance sinks.

Details on 4) The UI is pale and has no style. It lacks color, when this is ostensibly a theme park game. Interacting with elements of the UI lacks such feedback as to be unclear if an element has been invoked. Reading some data views requires a guest to pass by it, which can lead to a delayed ripple. Did the team hire a graphic designer during the dev process?

6) -Performance- For a game that looks like it was built in shapes glued together in Blender, it isn't running as well as it could. Even a blank park gets the fans a' whirrin. Far be it from me to know a thang ding about gamedev, [checks credits...]

OH! No wonder, it's Unity.

[Editor's note. My sarcastic thanks to GOG's forum engine for having no extended Unicode Support.]

Of all the engines, why pick the one that not only cut into your bottom line but the one you have to wrangle to optimize? There's a plethora of free and open source engines, such as OGRE, PyGame, Torque3D, Open 3D Engine, Godot, Stride, Play Canvas, Panda3D, and several more.
Post edited April 26, 2022 by Darvond