I had intended to do another video update showcasing the current state of the build, however, I seem to have run into a roadblock of sorts. My current build crashes a few seconds after loading if it even makes it past the main menu.

I have no idea what’s causing the error. I need to set it up to log what went wrong when it crashes. Programing isn’t my forte, so I’ll figure that out when I have the time.

“We’ve got all the problems of a major theme park and a major zoo, and the computer’s not even on its feet yet.”

Another issue I’m beginning to run into is lag. The amount of high resolution textures and high number of assets being loaded is starting to drag on my system. I have 14 GB of RAM and EVGA GTX 970 SC. Not the highest end system but it’s good enough for what I usually need.

I’ve kept low poly counts in mind with my modeling, however, I’m going to need to start implementing some basic LODs (Levels Of Detail) into my work. This is time consuming but not difficult.

“You think this kind of automation is easy? Or cheap? You know anybody who can debug two million lines of code…?”

So the bottom line is I need to do a lot of optimization work and figure out what’s causing the crashes. I feel a spiritual connection to those trying to debug the Park computer systems.

Onto the showcase!

Added a few crucial elements that really give more life to the interior.

Some equipment racks that were actually pretty fun to make.

I’ve also added in hanging lamps.

The main switch box for the village power supply.

And finally, some company mugs to scatter around.

Other than a bunch of set dressing and rearranging that’s it! So I’ll just leave the rest of the screen caps I have below.

Enjoy and as always, I’d love to have any comments or suggestions you might have!

“I’ll debug the tour program when they get back. Okay? It’ll eat a lot of computer cycles; parts of the system may go down for a while – Don’t blame me.”