The Parks
The game is a continually growing ecosystem of parks created by both the community and the developer. Each park, managed by a single player, is its own self contained universe that offers consistent level quality as well as a place to return to as more levels are created. Parks can be visited by jumping into portals located throughout the hub world or by using the in-game park browser.
While every park shares common characteristics of 3D platformers, levels can be created with a variety of styles and objectives. Some levels may be an intense obstacle course requiring expert precision, analysis, and execution. Other levels may be open worlds with a variety of smaller challenges to be completed independently. Levels can have special rewards for taking difficult paths, finding secret locations, completing a section under a specified time limit, or gathering collectibles in a dangerous area. Some levels could even exist to showcase visually impressive scenes or simply be a comfortable environment to relax and socialize. Regardless of the type, each park is it's own living space intended to bring value to players who visit.
Level Editor
As a creator, the level editor gives you full control of everything in your park. Once the park is opened it is always online and accessible to anyone with the game. You can watch your park from above, play alongside visitors, and view real-time population metrics to gather valuable feedback about your levels.
The level editor gives the tools to create spaces efficiently without limitations. Using a visual interface creators build entire levels without any programming or scripting languages. The editor provides customizable shape primitives, terrain, voxels, materials, animations, lighting, music, sound effects, particles, prefabs, and more. Prefabs give designers the ability to create complex re-usable objects in discrete packages. Park Bound embraces an open design philosophy where creations can be shared and modified freely between authors. This atmosphere of collaboration allows authors to combine and improve existing ideas to create new worlds.
Trailer features music by Ozzed available under CC BY-SA 3.0
Park Bound will be leaving Early Access and launching tomorrow at 17:00 GMT (11:00 AM CST). Thanks everyone who participated in Early Access. It has been great to play with you all in-game, see your screenshots/videos, and explore the community created parks. Hope to see you there on launch! Also, update 1.4.7 is released to include various editor fixes and improvements.
Game
- Updated park browser icons and overworld console.
Editor
- Fixed bug causing the select mode interface to sometimes show the incorrect mode after refresh.
- Fixed grid snapping not applying correctly when drag-translating if grid size was greater than one.
- Fixed bug causing global bounding box to be displayed incorrectly under some situations.
- Fixed bug causing interpolation menu to sometimes not close correctly when selecting new object.
- Fixed bug causing undo-redo system to work incorrectly after creating a new level.
- Re-ordered rotation hotkey menu controls. Removed confirm button icon until axis selected.
- Fixed bug causing objects created by a decompiling a prefab to be positioned incorrectly if they weren't previously attached.
- Decompiling a prefab will now add an undo save point.
- Updated color hex field to accept strings of 6 characters even if the field supports an alpha channel (8 characters).
- Fixed color hex field to maintain cursor position when typing.
- Fixed bug causing environment mixer menu to open when editing a prefab.
Park Bound will be leaving Early Access and launching tomorrow at 17:00 GMT (11:00 AM CST). Thanks everyone who participated in Early Access. It has been great to play with you all in-game, see your screenshots/videos, and explore the community created parks. Hope to see you there on launch! Also, update 1.4.7 is released to include various editor fixes and improvements.
Game
- Updated park browser icons and overworld console.
Editor
- Fixed bug causing the select mode interface to sometimes show the incorrect mode after refresh.
- Fixed grid snapping not applying correctly when drag-translating if grid size was greater than one.
- Fixed bug causing global bounding box to be displayed incorrectly under some situations.
- Fixed bug causing interpolation menu to sometimes not close correctly when selecting new object.
- Fixed bug causing undo-redo system to work incorrectly after creating a new level.
- Re-ordered rotation hotkey menu controls. Removed confirm button icon until axis selected.
- Fixed bug causing objects created by a decompiling a prefab to be positioned incorrectly if they weren't previously attached.
- Decompiling a prefab will now add an undo save point.
- Updated color hex field to accept strings of 6 characters even if the field supports an alpha channel (8 characters).
- Fixed color hex field to maintain cursor position when typing.
- Fixed bug causing environment mixer menu to open when editing a prefab.
1.4.8
Editor
- Fixed bug introduced in 1.4.7 that would cause an error if a prefab was decompiled within another prefab.
Minimum Setup
- OS: Ubuntu Linux 10.04+
- Processor: 64-bit 2 GHz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2.1 compatible. 512 MB VRAMNetwork: Broadband Internet connection
- Storage: 250 MB available space
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