Reimagined game development

Welcome! Shining Rock Software makes games that are developed by just one developer. After 10 years of making console games as a professional graphics engine programmer, I went off on my own to make the games that I want to play and enjoy. You'll enjoy them too!

Devlog

UI Redo: Part 5 - Controllers

I didn't support a gamepad style controller in Banished. Mostly because by the time I thought it would be useful, there was so much intractable hard to change UI that I didn't want to add another 500K of C++ code and tons of layout data to make the game work.

UI Redo: Part 4 - Scaling

Back when I made console games, there was a fixed resolution and all user interface assets were made for that resolution. It was awesome and easy. PC games, not so. Even console games now are tricky if you ship multi-platform and have a huge resolution range. I wanted to take care of this.

UI Redo: Part 3

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.
In this city-building strategy game, you control a group of exiled travelers who have to restart their lives somewhere new. They have only the clothes on their backs and a cart filled with supplies from their homeland. Can you guide them on their journey to living in a thriving village?

in development

Our next game is again a city builder, following a group of nomadic villages as they travel between remote islands. It's early in development, so check back every once in a while for more details
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