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The biggest challenge with this was not actually making the terraforming stop in occupied places but figuring out whether the place is occupied or not with acceptable performance.
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The first one: preventing terrain from clipping through flat rides/shops/utility buildings.
![parkitect blog parkitect blog](https://cdn.cloudflare.steamstatic.com/steam/apps/453090/ss_a6ffcc7c0f1ac7ed861147fe7dec63ce8550ca01.1920x1080.jpg)
I’ve returned to working on the terrain to hopefully resolve all of the remaining tasks. Hey! As usual near the end of the month, come join us on Garrets Twitch channel on Wednesday (March 1st) at 1pm PST to chat while watching some new Parkitect art being created. (Laatste weken beetje druk gehad hier plaats ik als nog de 3 laatste updates.) Garret added a smaller park entrance that can be themed more easily:Īnd some wooden paths, queues and more deco objects, including additional nice building pieces based on designs by StolleJay:
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Tim has spent the last couple weeks on adding a random terrain generator to the scenario editor, and it’s producing pretty nice results now There’s lots of options so you’ll never have to play on empty flat terrains anymore (although that’s still possible if you want to): Not sure yet if this might be confusing new players, we’ll have to see The deco window is quite big and can get in the way, so we’re experimenting with automatically minimizing it as soon as the cursor leaves the window. Unitys text rendering isn’t the greatest currently - text looks blurry, styling and layouting is fairly limited, and when it had some trouble with handling a custom font as part of our current UI overhaul it was clear that it was time to switch to a 3rd party text rendering solution.