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Specialized Studios - Parkitect - Part 4 up

Discussion in 'Coaster Games' started by Pokemaniac, Jul 16, 2017.

  1. Pokemaniac

    Pokemaniac Well-Known Member

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    I already posted this park on the Parkitect Reddit, but I guess it will find a broader audience here. And Parkitect deserves a bigger audience, because it's turning into quite a good game! Originally, this park was intended as an experiment to see whether a pay-per-entrance strategy with free rides would work in this game, but I later found out that it did, and I started building more for aesthetics. I will spare you the details of profit reports and monetization strategy, and post only the pictures documenting the state of the park itself. So please join me in my quest to build a nice, profitable park in Parkitect, and prepare for countless comparisons to RCT2!

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    This is the park at the start of the game. Again, I was testing a new monetization scheme, and I wanted as few restrictions as possible. Therefore, I started out with flat land, so I could build a compact park. A compact park requires little infrastructure and few staff, keeping costs down.

    For those of you unfamiliar with Parkitect, the gray building with the yellow roof is the Deliveries pad. In Parkitect, shops need to be supplied with goods, and litter bins have to be emptied. Goods crates will be delivered at the Deliveries pad, and this is also where garbage bags must be transported. It is usually a good idea to place the Deliveries pad somewhere near the park's entrance.

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    The next step was to set goals and rewards. For comparison, the value of money in Parkitect is approximately the same as the value of money in the RCT series. Flat rides can be bought for $350 - $1000, most stalls cost around $250, and staff are paid roughly $15/month. When I made this park, there was a bug in the game that lowered research costs to $25/month, but I think it is intended to be at least 10 times that. The main difference in cost from the RCT series is the cost of coasters. In RCT, you pay only for the coaster's track. In Parkitect, you pay a base cost and for the cost of the track. The base cost varies between $600 (kiddy coaster types) and $2000 (Giga coaster types). Because of the high costs, it will take a while before this park gets its first proper coaster.


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    After a couple of play sessions and in-game years, this is what the park's entrance area looked like. I had enough money to buy a few thrill rides and shops, but not enough to spend on themeing yet. I splurged on a single fountain for the park's main square, and benches for tired guests to sit on, but otherwise the park is quite empty.

    You may notice a small building with a yellow roof behind the lineup of shops to the right. This is a Depot, which is connected to the Deliveries pad via underground conveyor belts. Haulers (you can see one standing in front of the Drinks stall, but the picture is too zoomed out to give a good idea of what they look like) can pick up goods crates from a Depot and deliver them to stalls, either over the desk or through a back door. Janitors can drop off garbage bags at the Depots as well. They act like miniature Deliveries pads, but are quite expensive to build and maintain, so you better not build too many of them. The green-striped paths behind the shops are "staff only" paths. The stripes are actually white by default, but colour coded to fit the colour of the park zones. I have no good picture of zones yet, but they are a close analogue to the patrol zones for staff in RCT, just colour coded.

    The green-roofed building is a Staff Room. Staff will go here when they are too tired to work. Those should be built close enough to the main path for staff to reach them quickly, but I don't like them to be too obvious to guests either. The art of hiding utility buildings in plain sight is one of the funniest parts of Parkitect to me!

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    Beyond the entrance zone, the path splits and shows more rides. The Top Spin and the Jumper were meant to be placed there temporarily, just to widen the lineup for guests, but ended up as permanent features (more on these in parts 4 and 5). I also decided to add a new area to the park, and for the sake of convenience, I expanded in the direction of the Deliveries pad.

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    Building shops next to the Deliveries pad saved me the cost of another Depot, which is $2000, or approximately as expensive as the three flat rides in this high-thrill section of the park. It was later named the "Soaring Zone", and remains unthemed to this day because I have no idea how to make a theme out of that. The Turbine, seen on the left, is one of the most thrilling flat rides in the entire game, and helped draw a ton of guests to the area. You may also notice a Vending Machine in the middle of the picture. Those little things are easily the highest-performing stalls in the game financially. They are dirt cheap ($150), require no staff other than haulers to refill them (so they are much cheaper to run), and guests will happily pay almost three dollars for a drink or a bag of potato chips crisps gold.

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    This picture kind of sums up my financial strategy. Rides are clustered around a small court, where guests can buy food, drinks, and (eventually) snacks and souvenirs. Note that all benches are placed next to a food court. The logic is that hungry guests will buy something to eat, sit down, have their meal, and then realize they are also thirsty, while they are still close to a stall where they can buy drinks. I'm not sure if it is working, but it looks nice. It seems that some benches have already been vandalized. Luckily, Mechanics will fix that in this game. Also notice the colour of the staff paths behind the stalls, as they are placed right on the border of the zoned area.

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    A quick look on the budget, showing the park in dire straits. I took out a loan in February, Year 2, to get some cash for investments. Will it be enough to save the park? And if so, how? The answer to that can be found in the next episode... uhh, in the pictures above. The loan was what paid for the park expansion. As you may see from the "Park Admissions" budget post, it certainly helped. Unlike in RCT, loans in Parkitect are paid back automatically. Once you have taken up a loan, money will be paid every month, until it is paid back, with interest. So even though it looks like the park did not earn more money after the expansion, most of it actually went into paying back the loan. Once that was done, profit increased greatly.

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    Last, an overview of the park in the middle of year 2. It is pretty bare-bones, but the foundations are laid down, and the future looks bright. Watch out for the next part, which will follow immediately! After all, I have already released four parts of the story on Parkitect's Reddit, so copying them over here takes very little effort. Thank you for reading, feedback would be welcome!
     
  2. Pokemaniac

    Pokemaniac Well-Known Member

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    Welcome to part 2! Thanks for coming back! Or scrolling past the first post, I guess, since these two parts are posted back-to-back. This part continues to show the humble beginnings of the park, and its eventual expansion.

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    As the expansion area started pulling in more money, I had enough left over to start themeing, as well as adding a couple of attractions. Guests really don't want to ride many rides when it's raining, so I added a 4D Cinema and a second set of Bumper Cars. Hey, TusenFryd can get away with two sets of Bumper Cars (at least it could some years ago), so why can't I? I also started work on a Monorail connecting the two areas, and eventually the rest of the park. Unfortunately, a shuttle mode is not yet implemented in Parkitect, so the Monorail will remain useless until the circle is completed. I also added some buildings to the main street. Themeing remains sparse for now, but more iwill be added gradually.

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    For instance, here's this behemoth. Haunted Elevator actually consists of two separate Drop Towers, housed in the same Art Deco-style building. It is not inspired by anything in particular (not at all, I tell you! Shush!). I also enclosed the Car Ride, and gave the 4D Cinema a nice facade...

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    ...which is pretty hard to see, because the game uses isometric perspectives and Haunted Elevator is so dominant in this area. Whoops. But the flower beds are nice, or what?

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    Oh well. That issue will be resolved in time (part 3 or 4, I think). In the meantime, I decided to add a kiddy area to the park. The Monorail is extended to the new land (still useless, until the circle is closed), which is also given a Carousel, duelling Teacups, and a Calm River Ride named "It's a Dull World". It is not inspired by anything in particular either. Also note that a couple of new buildings have sprung up around the entrance plaza.

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    The area also needs some infrastructure. I decided to add two food courts, one for the kiddy area and one for the road going there. To save money, they utilize the same Staff Room and Depot. Luckily, those things have unlimited capacity!

    And that concludes part 2. It is year 11, the park has 500 guests or so, but still no coasters. Or, actually the game currently counts all tracked rides as coasters, so technically the Car Ride and It's a Dull World counts. But Part 3 will bring some actual coasters, so tune in next time! Thanks again for reading!
     
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  3. Hixee

    Hixee Most Knowledgeable Member 2016 Staff Member Moderator CF Award Winner 2016

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    This reminds me of some of the older posts we used to have in the RCT forums. Interesting to see how you're building this up from scratch, and whilst I don't play Parkitect myself, it's interesting to see a bit more it and it's mechanics. I particularly like the depot/staff room features.
     
  4. Pokemaniac

    Pokemaniac Well-Known Member

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    Thanks for the reply!

    I'm posting this park because it's one I have documented the construction of, so it fit well for a part-by-part series. I have a few other parks where the map is filled up too, and maybe one or two of those could be worth posting. I think the game could use some more exposure on here, so some more content could at least be expected in the future.

    I think I'll put up part 3 later today.
     
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  5. GuyWithAStick

    GuyWithAStick Captain Basic Staff Member Moderator Social Media Team

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    Looks like a lovely park! I haven't really gotten into Parkitect, but I might open it up because of this.

    Keep it up!

    Sent from my VS820 using Tapatalk
     
  6. Pokemaniac

    Pokemaniac Well-Known Member

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    As promised, here is Part 3!

    Last time, I had added a small kiddy area to the right side of the park. It was equipped with a few flat rides and some shops, but not yet themed. That was quickly fixed:

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    Yes, that's a third Bumper Cars. Guests love them, and who am I to protest? I also added a second 4D Cinema. They have several different movie settings, so it can be excused. This one is showing the movie "Finding Sharky", and sports a snazzy blue colour scheme (unfortunately, the colour of the building itself can not be changed). The area next to it is set aside for future developments.

    By the way, some of the pictures here are taken a little out of sequence. A small hint in the image shows that this is taken way after the area was themed (which happened more or less immediately after I had built the stuff shown in Part 2). Can you see what it is? I'm not saying I have a prize for the winner, but it couldn't hurt to submit an answer anyway.

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    The entrance plaza got a facelift too. None of the buildings do anything, strictly speaking, but they look nice nevertheless. Gives guests the impression of a small town square, instead of a randomly paved lot on a huge grassy field. At some point, the colours of the Wave Swinger were changed slightly too, but I'm not sure when.

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    I left room for an access road between the entrance plaza buildings and the warehouse containing It's a Dull World (again, inspired by nothing in particular), for realism's sake. I like building such backstage areas, despite being non-functional they give me that extra bit of immersion.

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    Now, for the park's first real roller coaster. Say hello to Cloud Surfer, the B&M Invert topping off the lineup of Soaring Zone. It accompanies the Inverted Double Swing and the relocated Turbine, both of which feature a suspended seat position. It is a little short since I only had a limited amount of space and money, but the ending was later rebuilt. Because I haven't yet come up with a theme for Soaring Zone, the area sadly remains unthemed to this date. Suggestions would be welcome!

    ...but wait! What is that thing you to the right there?

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    It's the Haunted Hotel! The tall, beige dual Drop Tower that was also inspired by nothing in particular. It was moved away from its previous location because it overshadowed everything, and its front facade was on the perpetually shadowy side. Here it is a little more out of the way, and in a much more spectacular location too if I may say so myself. Moving it cost me some $6000, but I actually had that much money to spare after Cloud Surfer pulled in waves of well-paying guests.

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    Now the Art Deco street - named Roaring Twenties Boulevard - is a lot easier to see, and the full splendor of the front facade of the 4D Cinema can be adored. Too bad there aren't any RCT2-style signs in the game yet. I'd plaster movie titles all over the building if I could.

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    The area formerly occupied by the Haunted Hotel now houses a rather large diner and the station of Oldsmobile Assembly Line, a Wild Mouse coaster planned to eventually be enclosed in a building. It also gave me room to run the Monorail through the area, finally closing the loop 15 years after the first station was built. The fourth station is located in a new area at the upper edge of this picture. We will return to it shortly, because I know I have certain expectations to fill first...

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    Having seen the first glimpse of a roller coaster, I'm sure you were all dying to see what the building next to it looks like on the inside! I hope this picture satisfies all your expectations. Again you can see the zoning system at work with the staff only paths.

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    Here's the full layout of Oldsmobile Assembly Line. The Wild Mouse coaster is surprisingly cheap to build, letting me create this long and meandering layout without having to take up a loan. Instead I took up a loan to build more rides!

    The old Top Spin was turned around and given a companion. Top Spins are perfect rides to place front-to-front and synchronize, since the arms move exactly in synch while the seats rotate seemingly at random. This gives the impression of two duelling combattants exchanging blows. I've decided to call the two Hector and Achilles, after the famous foreign, old, dead duellants.

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    Finally for now, the area at the back of the park. It is dubbed the Astronaut Training Center, and will receive some themeing and a centrepiece attraction in the future. The two synchronized gravitrons of differing intensity are not inspired by anything in particular either, by the way!

    Thanks again for reading! Part 4 will probably follow tomorrow. Until then, it's time for me to work on more stuff to put in Part 5!
     
  7. GuyWithAStick

    GuyWithAStick Captain Basic Staff Member Moderator Social Media Team

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    Nice update! Maybe you could theme the Soaring Zone to some sort of Aircraft/Airplane-type area? Maybe even give the Invert a Top Gun-type theme with fighter jets and a hangar.

    Also, my guess for the kiddie area is that the staff path is now orange.
     
  8. Hixee

    Hixee Most Knowledgeable Member 2016 Staff Member Moderator CF Award Winner 2016

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    My guess is something to do with the sombreros that some of the peeps (?) are wearing. :p
     
  9. Pokemaniac

    Pokemaniac Well-Known Member

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    Good guesses, both of them, but no! The staff paths change colour when you zone the area - which was done while themeing - and sombreros have been available from the Souvenir stall on the main street since the first few minutes of the park.

    For reference, I think the picture is taken around year 21. I had the area themed by the end of year 12, I think. Certainly before I finished the entrance plaza or started work on the Inverted coaster or the new areas.
     
    Last edited: Jul 16, 2017
  10. Pokemaniac

    Pokemaniac Well-Known Member

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    Oops, this took slightly longer than I had anticipated. Oh well, it means you won't have to wait as long for part 5.

    So... Part 4. This is where themeing steps up a little notch, as money starts to become a trivial concern. I'm still not quite finishing any areas, but the fraction of rides standing blandly out in the open is sharply decreasing.

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    To start off, here are some additions to the new area shown in the last picture of the previous update. The 4D Cinema blends in for once, but I enclosed the dual Gravitrons. Not too fond of the colour, but it's meant to be futuristic.

    You may also be wondering about that coaster in the back:

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    Mission: High Orbit was meant to be a Kingda Ka look-alike, but Parkitect's Excitement/Intensity/Nausea algorithm goes a little bananas for coasters faster than 150 km/h or so. This thing, therefore, goes 150 km/h, and is 72 meters tall. I know it bears more than a passing resemblance to Zaturn at Space World, but as long as I'm not pointing that out directly, I don't think anybody will notice. The ride's exit passes a small court of souvenir and food stalls.

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    Here are Mission: High Orbit's stats. Divide by 0.8 (or multiply by 1.25) to get roughly equivalent RCT2 stats. You may also see the Disorientation Simulator in the background. The ride type is called a Tourbillion, and is a sort of three-axis Top Spin. I know it exists at some park in real life, but I can't quite remember where. I also put up a little transfer track and storage shed for the coaster. The decoration atop the Overtime Pizza stall is poking through the roof of the building, which isn't ideal, but so far the Parkitect developers have declined the requests to implement options to remove the decorations.

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    Bridging the gap between the 1920's boulevard and the futuristic space land was not easy. I decided to build a "time machine"-esque dark ride between them. This building layout was the result of messing around with walls for a few minutes.

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    Er... I'm not sold on the colours either. The idea was to give the roof a sort of mint-green colour, but the metallic texture kind of spoiled that. And I had forgotten how little deco there is available for diagonal walls. This building is due for some work with the paintbrush, and I've made some feeble attempts for Part 5. More on that in due time.

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    I then went and tried to fill the gap next to the entrance plaza. What better to put there than a movie studio? This is a studios park, after all. However, I wonder if it's a little too dominant compared to the entrance itself. Maybe a smaller, lower building should be put there instead? By the way, I have also added some hedges and trees to this area after the picture was taken, it looks less bland now.

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    In the middle of the park, the Wild Mouse called Oldsmobile Assembly Line has been enclosed. I also moved and recoloured the duelling Top Spins called Hector and Achilles. Now they seem to resemble those old boxer toys instead of heroes of Greek mythology. Maybe they're due for a name change? And a dedicated janitor, to clean up the mess left by exiting guests? Buildings to fill the empty, grassy area to their lower left will be featured in Part 5. Same goes for the area further up the main road, on both sides. Despite the huge and plain warehouses dominating the area, the facades along the road should be much better to look at they are currently.

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    The edges of the park needed some filler too. They can't just stay empty and field-like. However, my PC's outlet vent would set fire to my desk if I tried to fill the map with rides, trees or rocks. I decided to put in more studios and a little parking lot of sorts instead. The day they add customizeable signs to this game, I'll put up numbers above the studios' main doors.

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    The Cloud Surfer inverted coaster also got a bit of a makeover. I changed its ending, and put some nice pathways underneath it where it is low to the ground, tracing the path followed by inspection crews and gardeners every morning. Some catwalks were also attempted, with passable success. The station building is just temporary. Once I figure out how to theme this area, it will be given a makeover too.

    That was it for this time! Stay tuned for Part 5 in the coming days/weeks!

    And I still haven't got any correct answers on the question of what little detail in this image gives away that the picture is taken in Year 21, and not immediately after the area was themed in Year 12:
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    Zooming should not be necessary to find the answer, but a keen eye would still be of help. The answer is pretty much spelled out in the text somewhere.
     
    Last edited: Jul 21, 2017 at 8:09 PM

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