Theme Park Studio

Theme Park Studio

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PanteraEnt  [developer] Nov 25, 2016 @ 4:47pm
***** New Update Has Been Released *****
Hello Everyone

We are happy to announce a new update has been released and as posted we will be coming out of Early Access on Dec 2nd. Throughout the history of Theme Park Studio development we have strived to go the extra mile by implementing many customer requests, investing Early Access funding back into the title, and greatly expanding our original Kickstarter feature list. As we wrap up Early Access, we have one additional unplanned bonus coming. We are happy to announce Theme Park Studio has now been localized into Spanish, French, Polish, German, and Italian. This was quite a bit of work, and not part of our original Early Access commitments, but the rewards were well worth it.

Looking back, after we posted the flat ride update earlier this year we were very excited to have completed our commitment of all the eight phases outlined in the development road-map on our Steam store page. However, we didn't want to stop there! We next put a great deal of work into rebuilding the VR module, to support Vive and keep the VR commitments we made during our Kickstarter campaign. Oculus had changed their DirectX support level and in order to keep VR we had to completely rebuild the rendering engine in OpenGL. It also was a significant amount of work, but necessary to keep our Kickstarter commitments and support Vive..

Theme Park Studio is unique and distinct from other theme park titles, mostly due to its extensive customization features. It was designed to run in a tool like environment where panels and toolbars can be sized, docked, pinned, and stacked, similar to other professional Windows tools. Below are just a few examples of our unique customization features.

  • Theme park studio is the only product with an in-game animator providing ultra realistic physics based motion. With this tool players can apply highly accurate motion to custom imported geometry or in game models. Not only does the animator use standard position, rotation, and scale frames, but it also integrates our unique torque, force, and dampen frames. Most Theme Park Studio flat rides were animated using this tool, and the end result produces rides that move and behave like their real life counterparts. This type of approach far exceeds flat rides created using hand made animations and produces the most realistic simulation experience.
  • We also developed a custom train importer. By simply placing name tags on each of your coaster pieces players can import fully functional roller coaster trains of their own design with a single click. The AI isolates and animates each part as needed including frames, axles, wheels, and the harness.
  • Another bonus feature not originally planned was the in game custom train builder. This is different than the custom train importer. With this feature players can snap together trains from an in game tool box of coaster pieces, allowing players to create unique designs, or inventing custom configurations.
  • Our custom particle effects module allows players to create their own particle effects by exposing engine level properties. With our extensive property set players can build a wide variety of particle effects with integrated triggers.
  • Theme park studio was designed so assets like models, textures, environments, and particle effects can be easily exported and packaged into a single file. This allows easy sharing of custom assets. Importing is automatic by simply placing the file into your game folder. At startup Theme Park Studio scans your folder and builds your custom asset library. This type of automatic asset management system makes your game library easy to grow, manage, and exchange assets.
  • Midway through development we decided to rebuild the environment style. We took the initiative, and absorbed the cost, and licensed a top-notch lighting and environment engine. It dramatically improved the quality of the environment and introduced procedural skies, weather effects, procedural clouds, time lapse, and new lighting with accurate star/sky patterns.
  • Towards the end of development we also introduced interactive flat rides, another bonus feature not originally planned. This brought more interactive gameplay to the table. Go karts, bumper boats, and bumper cars were introduced allowing the players to drive and race. Go-karts have their own a custom track builder, allowing players to create custom go-kart tracks of their own design

We are also happy to report we have done a lot of cleanup and bug fixes including:


********** Editor Development **********

Fixed the editor opening script error
Fixed wood coaster support crash
Fixed ride positioning of characters
Fixed all coaster support connections to coaster rails
Peeps can now walk under raised objects. For example, they walk through entrances made from the custom build sets that contain roofs.
When touching a path it now selects the closest node, not necessarily the touched path segment, making it a little more intuitive
Removed the rename dialog, making renaming duplicates the default
Fixed lag when placing objects using Control and Alt (a major optimization, especially when building large parks)
Remove lag when selecting objects. (this was a big deal and is much faster now, especially when building large parks)
Fine tuned selection of coaster and support nodes, avoiding accidental miss-selection
Removed accidental scaling of flat rides
Fixed crash that happened when terrain property was changed to Dynamic
Fixed crash when editing track properties with no track piece selected.
Increased edge scroll and zoom speed per backer request
Increased the maximum number of trains per coaster to 100 (for mouse coaster or dark ride possibilities)
Fixed bug that terra-formed around only 1 path section when ‘Clear’ terrain was enabled.
Fixed 3D scaling on mesh objects. You can now press ‘Control’ for width scale, ‘Shift’ for height scale, ‘Alt’ for depth scale, ‘Control’ + ‘Alt’ for width+depth scale, and drag with no keys for uniform scale.
Fixed scale for Custom Scenery Builder
Exporting custom scenery, or parks, will now alert user if no thumbnail has been included
Fixed anti-alias and glow filters
Improved depth buffer resolution, which removed flickering on some video cards when anti-alias/glow was enabled


********** VR Development **********

Added new front animated menu
Ported Engine to new platform for Vr support (this was 50 percent of the past few months work)
Added advanced multi-threading, and creating new optimized lighting techniques, generates huge frame-rate boosts in our run-time player
Added new ‘VR Ready’ category to front menu
Implemented Vive HMD support with position tracking;
Implemented Oculus HMD support with position tracking.
Xbox controller support
Vive controller support,
By community request we added hot keys for quick teleporting to coasters and rides, including a ride reset that allows the player to jump right into the seat at anytime
Fix players getting stuck in rides due the gates closing before the fully exited
Fixed stuck zoom issue after exiting a ride


We appreciate all who have supported us during development. We would like to continue to develop more theme park tools and supporting Theme Park Studio and hope you will continue to support us on this journey.

Thank you

Theme Park Studio Team
Last edited by PanteraEnt; Dec 2, 2016 @ 8:44am
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Showing 1-15 of 22 comments
wkoziol Nov 25, 2016 @ 5:59pm 
<blinkblinks.......blinkblinks> Dang!!! And here I am getting winded from just reading all of that work. But in all seriousness.......thank you very much for the time and effort you guys have done to take this already awesome program and raised it even higher. Once again thank you so very much. With that said I can't wait to check it out. The last time I felt this excited was back when I was a little kid inside a penny candy store with 5 bucks to my name to spend on candy.
Dragon55 Nov 25, 2016 @ 10:01pm 
And yet after 2yrs benches are still rotated the wrong direction on paths when using auto-generate.
abletudu Nov 26, 2016 @ 1:27am 
Why not take a minute to appreciate all the work that went into Theme Park Studio? You do know that you can always manually place the benches like every other game out there don't you.

Matter of fact, I would like you to name one new game that automatically places benches in the park.

Let's see which of these automatically places benches:

RCTW - nope doesn't do it
Planet Coaster - nope doesn't do it
Parkitect - nope doesn't do it

So I think that this slight inconvenience can be over come simply by rotating them. At least they are placed automatically where in the other games you have to place every one individually.


Manually placing some benches is not a big deal. TPS has the ability to Procedurally place 100's of trees and streetlamps for you. Benches should just be taken out of auto generation. Benches in TPS also exist as normal items in the path objects folder and can be placed by hand like other titles in a very little amount of time. Maybe you should at least acknowledge all that was done, including the work they did not need to do like like localizing thousands of strings into 5 languages, or rebuilding the VR engine, or the custom train builder, etc...instead of focusing on something trivial just because it is fun for you to be sarcastic and shoot down people's hard work.
Last edited by abletudu; Nov 26, 2016 @ 8:27am
Paul (London) Nov 26, 2016 @ 2:35am 
Well Dragon55, if that is all you can say about this incredible park building tool then, bless you.
Procedural trees and street lights provided with this tool is a feature I love about TPS.

I really enjoy playing PC, NoLimits and the RCT Franchise games, but not one of them provide this feature! Try playing the game and allow yourself to get immersed in the depth of tools and features provided, instead of looking for flaws.

dvan_zelst Nov 26, 2016 @ 3:27am 
This is great news! Hope to be able to fire up my PC again after my relocation and test my rides with the latest release. Finally hope to release my rides!
Keep up the good work Pantera.
Last edited by dvan_zelst; Nov 26, 2016 @ 3:28am
abletudu Nov 26, 2016 @ 4:50am 
Again I would like to say that an incredible amount of work has gone into this. Thank you Pantera.
wkoziol Nov 26, 2016 @ 6:17am 
Now now everyone. Dragon55 does have a very tiny insignificant point but it's a point nonetheless. Albeit, we have the right to say stuff like he's completely clueless for all of the hard work that went into the game that was done by Pentara. We also can state things like he's oblivious to how small of a multi-thousand dollar company who wants to one day run with the big dogs like Blizzard, Bethesda, or EA. We also could state that he needs a seeing eye dog to look at the powerful, tight knit community of fans who not only show case their awesome works but also helping to add to build up the data base of custom theme park items and objects. Showcasing this incredibly powerful tool of a program. But he does have the right to make a point.

So once again Pentara thank you for everything you have done.
Last edited by wkoziol; Nov 26, 2016 @ 6:22am
Dragon55 Nov 27, 2016 @ 12:26pm 
I'm not completely clueless, I love the ability to do certain things in the game, but at the same time something as simple as rotating the benches on the auto-generation hasn't been looked at. I'd play it so much more if it wasn't for little things like that, that make it incredibly time consuming to make little. I've watched for 2yrs updates and everything. I don't hate the game, but I can get frustrated when certain features don't work as expected and basiclly makes it less intuitive as you have to find work-arounds. Another example would be making custom objects, the scaling resets anytime you click off of it and then want to go back and change it. Unless you know exactly what size block you want, it's just fiddling that shouldn't be necessary. Normally I just end up making coasters because of it, as they are one thing that's been done well.
The 1 object i did make long ago is in the "Artwork" section
Last edited by Dragon55; Nov 27, 2016 @ 12:37pm
Zloth Nov 28, 2016 @ 6:09pm 
Woo hoo! This is excellent news!
M0rdresh Dec 2, 2016 @ 1:51pm 
Why not post this as news? I briefly checked the game store page and saw latest news.wqs 12 June.
I just can say (and have to say): THANK YOU Pantera!
Thank you for that kind of experience to really work together on one game from the beginning (nearly), thru Early Access till release! (even if it took another year or two)
But also hoping that this isn't the end?! (platinum coming ;)

Dragon55 is right with little things, but I will never forget this awesome time with this "indie" developer called Pantera Entertainment!
One of hundred developers out there that really listened to his community and all the testers and really tried (and still tries) to make us all happy!
I know that Pantera would do and give us anything if possible!

Thank you Pantera, the community that still believes in TPS and the alpha testers that I am really glad to have in my friendlist!
Infectorsgames Dec 8, 2016 @ 1:53pm 
Originally posted by PanteraEnt:
Hello Everyone

We are happy to announce a new update has been released and as posted we will be coming out of Early Access on Dec 2nd. Throughout the history of Theme Park Studio development we have strived to go the extra mile by implementing many customer requests, investing Early Access funding back into the title, and greatly expanding our original Kickstarter feature list. As we wrap up Early Access, we have one additional unplanned bonus coming. We are happy to announce Theme Park Studio has now been localized into Spanish, French, Polish, German, and Italian. This was quite a bit of work, and not part of our original Early Access commitments, but the rewards were well worth it.

Looking back, after we posted the flat ride update earlier this year we were very excited to have completed our commitment of all the eight phases outlined in the development road-map on our Steam store page. However, we didn't want to stop there! We next put a great deal of work into rebuilding the VR module, to support Vive and keep the VR commitments we made during our Kickstarter campaign. Oculus had changed their DirectX support level and in order to keep VR we had to completely rebuild the rendering engine in OpenGL. It also was a significant amount of work, but necessary to keep our Kickstarter commitments and support Vive..

Theme Park Studio is unique and distinct from other theme park titles, mostly due to its extensive customization features. It was designed to run in a tool like environment where panels and toolbars can be sized, docked, pinned, and stacked, similar to other professional Windows tools. Below are just a few examples of our unique customization features.

  • Theme park studio is the only product with an in-game animator providing ultra realistic physics based motion. With this tool players can apply highly accurate motion to custom imported geometry or in game models. Not only does the animator use standard position, rotation, and scale frames, but it also integrates our unique torque, force, and dampen frames. Most Theme Park Studio flat rides were animated using this tool, and the end result produces rides that move and behave like their real life counterparts. This type of approach far exceeds flat rides created using hand made animations and produces the most realistic simulation experience.
  • We also developed a custom train importer. By simply placing name tags on each of your coaster pieces players can import fully functional roller coaster trains of their own design with a single click. The AI isolates and animates each part as needed including frames, axles, wheels, and the harness.
  • Another bonus feature not originally planned was the in game custom train builder. This is different than the custom train importer. With this feature players can snap together trains from an in game tool box of coaster pieces, allowing players to create unique designs, or inventing custom configurations.
  • Our custom particle effects module allows players to create their own particle effects by exposing engine level properties. With our extensive property set players can build a wide variety of particle effects with integrated triggers.
  • Theme park studio was designed so assets like models, textures, environments, and particle effects can be easily exported and packaged into a single file. This allows easy sharing of custom assets. Importing is automatic by simply placing the file into your game folder. At startup Theme Park Studio scans your folder and builds your custom asset library. This type of automatic asset management system makes your game library easy to grow, manage, and exchange assets.
  • Midway through development we decided to rebuild the environment style. We took the initiative, and absorbed the cost, and licensed a top-notch lighting and environment engine. It dramatically improved the quality of the environment and introduced procedural skies, weather effects, procedural clouds, time lapse, and new lighting with accurate star/sky patterns.
  • Towards the end of development we also introduced interactive flat rides, another bonus feature not originally planned. This brought more interactive gameplay to the table. Go karts, bumper boats, and bumper cars were introduced allowing the players to drive and race. Go-karts have their own a custom track builder, allowing players to create custom go-kart tracks of their own design

We are also happy to report we have done a lot of cleanup and bug fixes including:


********** Editor Development **********

Fixed the editor opening script error
Fixed wood coaster support crash
Fixed ride positioning of characters
Fixed all coaster support connections to coaster rails
Peeps can now walk under raised objects. For example, they walk through entrances made from the custom build sets that contain roofs.
When touching a path it now selects the closest node, not necessarily the touched path segment, making it a little more intuitive
Removed the rename dialog, making renaming duplicates the default
Fixed lag when placing objects using Control and Alt (a major optimization, especially when building large parks)
Remove lag when selecting objects. (this was a big deal and is much faster now, especially when building large parks)
Fine tuned selection of coaster and support nodes, avoiding accidental miss-selection
Removed accidental scaling of flat rides
Fixed crash that happened when terrain property was changed to Dynamic
Fixed crash when editing track properties with no track piece selected.
Increased edge scroll and zoom speed per backer request
Increased the maximum number of trains per coaster to 100 (for mouse coaster or dark ride possibilities)
Fixed bug that terra-formed around only 1 path section when ‘Clear’ terrain was enabled.
Fixed 3D scaling on mesh objects. You can now press ‘Control’ for width scale, ‘Shift’ for height scale, ‘Alt’ for depth scale, ‘Control’ + ‘Alt’ for width+depth scale, and drag with no keys for uniform scale.
Fixed scale for Custom Scenery Builder
Exporting custom scenery, or parks, will now alert user if no thumbnail has been included
Fixed anti-alias and glow filters
Improved depth buffer resolution, which removed flickering on some video cards when anti-alias/glow was enabled


********** VR Development **********

Added new front animated menu
Ported Engine to new platform for Vr support (this was 50 percent of the past few months work)
Added advanced multi-threading, and creating new optimized lighting techniques, generates huge frame-rate boosts in our run-time player
Added new ‘VR Ready’ category to front menu
Implemented Vive HMD support with position tracking;
Implemented Oculus HMD support with position tracking.
Xbox controller support
Vive controller support,
By community request we added hot keys for quick teleporting to coasters and rides, including a ride reset that allows the player to jump right into the seat at anytime
Fix players getting stuck in rides due the gates closing before the fully exited
Fixed stuck zoom issue after exiting a ride


We appreciate all who have supported us during development. We would like to continue to develop more theme park tools and supporting Theme Park Studio and hope you will continue to support us on this journey.

Thank you

Theme Park Studio Team

liveparks? multiplayer?
@infectorsgames
Why did you quote the complete OP? Just asking bc I don't understand it!

Liveparks = yes
Multiplayer = no (don't get it why you ask bc shopsite says: singleplayer!!!
abletudu Dec 25, 2016 @ 3:00pm 
With all the great work that has gone into this, I look forward to more things from Pantera Entertainment.
The amount of effort put into the game (Immense obviously) hasn't resulted in a very good final product. Horrible interface, runs like crap (on even an i7), buggy as hell, etc. I wish they had used a proven engine rather than insist on creating their own (poorly running) one. And that more time had been spent making the core experience better rather than the time spent on VR and other non core features.

I'm sure that won't be a popular opinion, but a quick look at the actual steam ratings show I'm not alone in felling this way. I can't reocmmend this game at all, especially at anything remotely resembling full price (which I paid and now regret).
Last edited by spyrescaa; Jan 8 @ 9:41am
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