We haven’t done a lot of UI work in a while, but now that shops can finally be selected it seemed like a good time to start with the shop info window.

What we have here so far is the product settings tab, listing all the products and their required ingredients (which need to be delivered to the shop). For some ingredients you can tweak how much of it goes into the product, so you have a bit of an influence on how many delivery crates need to be hauled around and the production costs. Guests might not be willing to pay as much/are less satisfied with lower quality products though.

Most ingredients have a status effect on the consumer (for example, coffee reduces tiredness a bit), so you might not want to be too stingy with those.

Adjusting the ingredient amounts should not really be required in the end as that could easily become tedious, but it’s something you can do if you want to.



The costs in the screenshot above are placeholders. We’ll have to do a big balancing pass someday and assign some proper values.

The tunnels from last week received their art and work for other coasters now too:

They’re just simple concrete tubes, but that’s what a lot of real coasters use. We might add other types of tunnels later - for now though I’m pretty satisfied with these.



Working on the coasters wasn’t really planned for this month, but after the work on tunnels I felt like it and the result is that corkscrews can be built diagonally now:

Same for regular hills:



Naturally, diagonal elements are a bit longer and thus have a slightly different shape, but that’s the trade-off for keeping everything properly aligned.

Here’s a comparison showing the shape difference of diagonal hills (orange) and regular ones (blue):

I was told that it would be a good idea to allow building brakes on flat slopes, so that’s possible now:

I think it’s mostly useful for accelerating a train out of a block brake a little bit quicker.

The drive tires and brakes received some simple animations.

We’ve added a follow camera mode for guests:

More things than usual that we did this week were possible to show on a screenshot/gif and interesting enough to show here, so this got a bit longer :)

Too bad not every week is like this!

