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New Stuff!

19th September 2018

After a bit of engine retooling, woodworking, yoga, a foray into programming language design, and trying to figure out what the next game will be, I'm happy to say I've chosen a design and am actively working on a new project. It currently has lots of temporary artwork that took less than 10 minutes to make and lots of debug rendering.

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After making Banished I had so many ideas for new games it was hard to pick what's next. But given that a lot of the game ideas had similar requirements, I spent some time updating the game engine to have some of the features I'd need. Anything in Banished that could be reused I refactored to be generic, if it wasn't already. I made a lot of additions as well, preparing for multiple prototypes of various designs. I also tried to make some changes that would reduce programming workload and decrease the introduction of bugs.

Now that I've chosen and am working on a specific project, I'm finding that trying to make generic systems in isolation isn't really a good thing in practice. I violated the KISS and YAGNI principles for a bit, and there's a price to pay. Without a specific goal it's impossible to have actually designed things in a way that is fully useful. So most of the things I wrote and refactored need more refactors, additions, and removals. Hmmm.

As an example, I built a wonderful terrain generator that allows me to create giant 250sq km landscapes, control where mountains, oceans, plains, and rolling hills are placed, rivers are generated that flow properly, erosion is performed, and it the results look great. But I don't think I'll be using it in its current form. There are some great concepts in it and I learned a lot, but it'll take a ton of rework to be useful for a specific game.

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Unsurprisingly in writing Banished, creating good code for the game as it needed it, and only refactoring the code when things got messy resulting in some great generic reusable systems. 65% of the code from Banished is getting reused. And as I continue to put together the beginnings of a new game, that amount is going up as I find things to pull out of Banished for reuse.

Writing a game engine really needs a game to go with it. Otherwise I'm just guessing.

Now back to programmer art and putting a new game together. More to come!

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1.0.7 Released

13th September 2017

Version 1.0.7 is now live on Steam and Humble, and should soon be available on GOG.com shortly.

Steam should auto-update the game, otherwise you'll have to download the new version from your purchase location. If you bought the game from the Humble Store or from Shining Rock Software, you can download the latest version using the link you originally received to download the game. If you no longer have the email, you can get it resent using this tool: https://www.humblebundle.com/store/keyresender

As always, Email support (at) shiningrocksoftware (dot) com if you have any issues.

This will likely be the last update of Banished, except for any major bug fixes. The OSX and Linux versions development has stopped, and won't be released. Going forward I'll be focusing on new games and projects.

ModKit & Downloads

For the Mod Kit, here's the new download. This Mod Kit should build mods created with the beta version with no changes.

BanishedKit_1.0.7.170910.zip

You should download the full new version of the game, but if you want to patch version 1.0.6 you can use this patch.

BanishedPatch_1.0.6_To_1.0.7.170910.zip

Note that you need to apply the patch to version 1.0.6. Previous versions of the game won't work with this patch. Once downloaded, just unzip the archive into the folder where you have Banished installed. This is usually C:\Program Files\Shining Rock Software\Banished\. Please be sure to run the .exe's that are in the archive - some distributions have the .exe named differently.

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1.0.7 Beta Version 3

12th June 2017

Here's the last version of the 1.0.7 beta for the modding community. Should all go well with this build, I'll release it as non-beta, allowing the mods to be uploaded to Steam Workshop. If you use this modkit and build, please let me know how they work out. If it's working perfectly I'd like to hear about it too. Thoughts, bugs, crashes, etc. Email support (at) shiningrocksoftware (dot) com

Changes

First, the debug menu has changed so that new custom resource types can be added to storage. As always, you'll need to mod the game to enable the debug menu.

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Also, a few crash bugs have been fixed so that buildings can require more than 3 resources to build. There's also a new example in the mod kit and documentation that gives an overview how to do so.

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Downloads

Here's the beta mod kit:

BanishedKit_1.0.7.170608.Beta.zip

Here's a patch for 1.0.6 to 1.0.7.170608 Beta

BanishedPatch_1.0.6_To_1.0.7.170608.Beta.zip

Note that you need to apply the patch to version 1.0.6. Previous versions of the game won't work with this patch. Once downloaded, just unzip the archive into the folder where you have Banished installed. This is usually C:\Program Files\Shining Rock Software\Banished\. Please be sure to run the .exe's that are in the archive - some distributions have the .exe named differently.

As always the Beta is up on Steam. If you are using Steam, go into your game library and right click on Banished. Select properties, and then in the windows that opens, select the BETAs tab. Select the drop down and pick Beta Test for 1.0.7.

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