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Development Log

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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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 of Banished, everything was buildings, terrain, and a box for characters that hopped around.

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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 does.

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