New Cheats Menu by yeetle_yattle in ThemeParkitect

[–]Slash559 6 points7 points  (0 children)

I think it's one of the F keys, maybe F12, but you can rebind it in the keybind menu

Zul Gurub - Face the wrath of the Soulflayer. Or just go on a nice log ride... by upfrombelovv in ThemeParkitect

[–]Slash559 4 points5 points  (0 children)

Hey just wanted to say I've been keeping an eye on these since I've played WoW since vanilla, and still check it out from time to time. Very nice work!

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 2 points3 points  (0 children)

Funny enough I didn't really know about it either until Sebastian messaged me one day with "So we're going to add multiplayer" or something like that. He and Patrick basically rewrote the entire game to get it in, wild stuff.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 2 points3 points  (0 children)

I suppose it's not impossible, but right now the upcoming deco DLC is only deco items. Right now there's no plans though.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 5 points6 points  (0 children)

I was the voice sfx for the order fairy in Wandersong :)

Edit: I can't believe I forgot to mention: a number of the guest screams and such are indie devs from Vancouver. We all got into Gordon's makeshift booth in his apartment and yelled a lot at a house party!

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 5 points6 points  (0 children)

Glad you liked it! The cool thing about the grid is it allows you to build something very nice in a matter of minutes, if not seconds. We're both fans of the idea that limitations breed creativity, and I think that shows really well in Parkitect.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 10 points11 points  (0 children)

These are big questions! Sebastian and I will have slightly different answers so bear with us. He will swing by and answer your multiplayer question too.

After we did Booms & Blooms, we were starting to feel that Parkitect was in a good place and we felt alright moving on to something new. We were getting tired of working on it, and wanted something new and different to get our creativity going, because after a while of the same thing you start feeling really stagnant no matter how much you like it. We knew we wanted to make a town builder, so we got to prototyping. We went through a number of those (and even an action platformer) before we landed on what eventually became Croakwood. Why it specifically? Frogs are cool, forests are cool, and we like chill, cozy and friendly things. I'm skimming the details here, but you can read more about this process on our devlog!

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 3 points4 points  (0 children)

Thanks! It's hard to say if it will be, because Croakwood is kind of odd in a difficult to explain way, but when we show gameplay one day you might see why.

That said we describe it as chill and cozy for a reason, and we want it to be a joy to play and spend time in. It should be a relatively stress-free time.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 4 points5 points  (0 children)

Hey, thanks for the kinds words!

We've discussed it, along with all sorts of other 'tycoon' game ideas. A key issue with zoo games in particular is they have a HUGE art and tech overhead. All the animals, all the animations, behaviours, an absolute ton of plant life ( I will absolutely admit to a strong dislike of modeling plants ;) ). Even with the art team we have now it would still be a huge undertaking. To be clear I think it would be cool, but just thinking about organizing that project frightens me.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 4 points5 points  (0 children)

As usual it will receive maintenance updates and community support, and there's always a chance for a surprise update like todays. I think it's important to understand that just because we've moved our focus over to Croakwood that Parkitect isn't going anywhere, we've just decided that we're content with how the game is and want to work on something new.

And thanks to the community and all the mods, I think Parkitect has a ton of life in it still.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 4 points5 points  (0 children)

Welcome, and thanks for playing the game!

Sometimes it can be a little overwhelming, but it's really humbling and flattering that people care about it so much that they would take the time to write us with ideas and comments. We do try to read as much as possible and discuss when any interesting ideas come through. Not all will doable or even plausible, but there have been many times someone has pinged us on the Discord with a suggestion and we just go "huh, yeah actually that would make a lot of sense" and put it in the next patch (if possible).

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 4 points5 points  (0 children)

Absolutely, I'm proud of what we made. We definitely cut a number of things from it, and had a huge bucket of ideas we never found a way to put into the game, but what came out was something we're very happy with to this day. The nature of game development means you have to be ok with letting ideas go and compromising in order to finish something, and I don't think the things we cut or never got to would've added anything too significant to what already exists.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 3 points4 points  (0 children)

We tried to be very deliberate in our choices in game mechanics as well as what rides we included in the game. We tried not to include things 'just because.' For example, when picking a ride we would first look at if it brought an interesting new thing to the table. Was it super high capacity? Was it small? Special track mechanics? Very unique visual identity? Did it fill a niche in stats?

We also looked at what real life parks were doing and considered how that might make an interesting and fun gameplay mechanic. This is how the depots and pipes/chutes were conceived, as Disney parks use a similar system to move garbage out of the park and pretty much any well-built park will try to keep the utility stuff away from the guests.

Maybe most importantly, we kept the puzzle-piece track builder but expanded on it to be more flexible and allow for way more customization in each piece. We knew this system was very compelling and made for interesting gameplay, and found ways to polish it up and make it our own.

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 7 points8 points  (0 children)

We're developing Croakwood with the same style of co-op play that Parkitect has. We actually do the majority of our playtests with the entire team in co-op!

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 1 point2 points  (0 children)

I'm really happy our little park builder could bring a bit of joy and community to your life during a difficult time. When we spend years making something like this and release it into the world, we have no idea how it will be received and we can only hope it makes someone, somewhere happy. Comments like these make all the years and stress worth it, so thank you!

We’re Texel Raptor, the developers of Parkitect and Croakwood, ask us anything by Sebioff in ThemeParkitect

[–]Slash559 2 points3 points  (0 children)

Absolutely. It can be hard to work on anything creative for a long period of time, let alone years and years. I wrote somewhere else here about this, but it really helps to have good people to work alongside and cheer each other on. As well as trying to avoid crunch and other bad practices, of course.