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Development Log

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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Save and Load

Does anyone want to know how save games work in video games? Yeah! of course you do! I've spent the last two weeks working on it. In a simulation game you can't get very far testing things without being able to save. I suppose you can, but you'd spend a lot of time recreating the conditions you need to test a new feature or fix a bug.

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Let's sum up...

Do you ever get into working on something, and you're absorbed in it, and you keep putting off telling people about it? I apparently do...

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Small Ideas, Big Changes

As I've been working lately, I've been very aware that seemingly simple things I wanted to have in a new game have huge implications on the difficulty of making a game and engine.

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