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Devlog

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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Development Toys

When I decided to make Banished, one of my main requirements was a definite 'NO ANIMATION'! Well, at least as little animation as possible. The idea of modeling, rigging, keyframing, and adding all the things required to have animations didn't seem very feasible for a graphics programmer turned indie developer. So for the first half […]

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Designing the AI

I like designing new code. Especially when I'm starting with a blank slate. I've got the initial framework for AI built now and am slowly testing ideas and fleshing it out. I went through several iterations of design, and I've ended up with something I think will work, and that can grow as the game […]

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