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Devlog

UI Redo: Part 3

Character Sets When I was first developing Banished, I was forward looking enough to support multiple languages, but the game only shipped with English text. To support a different language, (which many mods ended up doing) not only were translations required, but a file had to be created to define what characters the game uses. […]

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UI Redo: Part 2

With a change to the C++ side of my user interface complete, I decided it was time to fix up the data and creation side of it. Fixing Complex Layout Data. Previously my data for interface layout was setup in a JSON-like file. It's how most all the game data is specified. It works great […]

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UI Redo: Part 1.

So I rewrote big parts of the user interface for the game. Why? As I've been adding features to the simulation for the new game, I've needed to display more and more interface elements on the screen. As I was adding them, I was constantly reminded that I'm not really satisfied with big parts of […]

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New Design!

If you've been coming here for a while, you can now see that I've had the Shining Rock website refreshed to be a bit more modern and work with mobile devices. If you happen to notice anything wonky with the new setup, please let me know. The previous version of the site lasted about ten […]

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Source control is amazing.

Do you ever get the feeling that work on your video game is coming along to slowly? It seems I've spent the last month slogging through issues and bugs that come up as I make progress toward a cohesive game. Why isn't that object drawing it's selection when selected? Why did that animation just hiccup? […]

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