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Development Log

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. This is because font images contain all the characters and are pre-built to avoid rendering each character from its vector representation.

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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.

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UI Redo: Part 1.

So I rewrote big parts of the user interface for the game. Why?

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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.

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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.

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