been on my radar for a long time, will most likely pick it up
One man, one vision: a bad ass super comfy city builder game. Don't think there's any combat here folks, so if you're looking for action, might look somewhere else. Otherwise, prepare to be impressed (hopefully)
Its not out yet, but should be by Christmas it looks like, but almost certainly sooner. The title is feature complete and being debugged and tuned. This man funded and built this game entirely by himself, no kickstarter, no begging for donations, nothing. There's a steam page up now Banished on Steam so this is coming soon. Should be between 15 and 20 bucks I imagine, not early access. Feature complete final build.
Company website/game website
Shining Rock Software
Shining Rock Software has only a single developer doing all the software development, artwork, and audio.
My goal is to make simple and fun games for people to enjoy, similar to the enjoyment I got from playing shareware games back in the 1990s.
I've been gaming and programming for a long time. I used to work as an professional graphics engine programmer making console games for about 10 years before going 'indie'.
The current title in development is a city building strategy game called Banished.
Last edited by hodj; 10-24-2013 at 12:28 AM.
been on my radar for a long time, will most likely pick it up
Pretty fucking impressive that he did all of that himself. I didn't look too hard - did he say how long he's been working on this?
Glad to see this is getting released soon.
Luke Discusses Development and Possible Features for Banished
May 30th he said a little over two years, so I guess close to 3 years by the time it drops. 2/2.5 ish.
There's already steam achievements up that'll give you an idea of what kinds of goals you might be aiming for in it.
Steam Community :: Banished :: Achievements
Why is it called Banished?
Im guessing they original settlers were Banished and had to start anew. :P
Pretty much. The theme of the game is like colonial era, so the premise is probably that you're people have been kicked out of their homeland and forced to survive in a newly discovered territory.
The Brit sold me. Thank you for posting this I would of missed it. Looks awesome.
Picked it up based upon the Steam reviews and have to say it's money very well spent.
Slow paced but complex enough that you don't notice. It's also impressive that this was all done by one person.
Does anyone know what engine or system he used to make this? It's kind of inspiring.
Bliz ID: Fartbox#1837
I grabbed it an I'm enjoying it. Well worth $20.
I got about 8 hours in on it and got a pretty good feel for the game. Its fairly basic overall in that you simply need to take care of your people's needs:
While micromanaging what they are doing. Normally this might be a pain in the ass but the games AI and systems are done in a way that its trivial to move people from say harvesting ore to farming.
Assuming you don't expand out quickly the game is fairly easy on the default settings. I'm going to go back once I get more time on my current world and ramp up the difficulty some but I'm strangely happy with just micro managing things and seeing how far I can grow the town.
My complaints so far are:
Once you kind of get the system it seems trivial to slow play it and win.
Towns do not grow very large at all.
Otherwise its a solid town building sim. If a little basic. $20, well spent. I'll get 30 hours on this easy and I've paid $60 for much shorter and shittier games. Kickstarter is full of them.
Last edited by Kedwyn; 02-20-2014 at 04:48 AM.
Buy it from the guys website (DRM free and a smaller client that the Steam download but also comes with a Steam key) : Shining Rock Software
Has some good vids on that site also : Shining Rock Software
Not sure what tools he has used but modkit is coming for it and you'll be able to import anything in FBX format, so planning ahead you could start now using anything that can export to that format.
Official site has a modding sub forum, though obviously everyone is waiting for the mod kit :All Categories - Shining Rock Software Forums
The guy who made this game was formerly a 3D engine programmer so I'm guessing he made his own tools
edit: More here from him on modding and the forthcoming tool kit :
Last edited by Flight; 02-20-2014 at 12:48 PM.
This reminds me more of a modern version of Sim Ant vs a true Town/City builder. Which is a good thing.
Would you recommend someone who will almost certainly buy the game start now or wait until later? It seems really common for these indi games to release an early demo that is fun but has more promise than real content.
I enjoy the building and management but my issue is the fact that you can play for several hundred game years and nothing really ever changes beyond scale; you start with a small village and end with that and several other satellite villages scattered around it. In all that time you achieve no new tech, no government, no new buildings and no new threats present themselves; you start with starvation, fire, disease, cold and that's it for the duration. It would have been far more interesting if you could see progress through the years beyond adding yet another 0 horse town adjacent to the last; more buildings, economics, government, law and order, and all the other systems that come into play once a reliable food source is present. At any rate I'm sure that the mods will go a long way toward enhancing some things.
This is very true. Its more of a survival sim with building parts than it is a real city builder. Your town will always be small, it will never really grow to large population numbers but your foot print on the land does grow. You still manage what you build and how much but you don't gain any tech there really isn't any advancement. Assuming you have the materials you can build anything right from the start.
Game essentially comes down to micro managing what your population does and building stuff to suit that. There is no tech tree or advancement to say except that your townspeople are still alive and you have enough wood / sweaters / food / etc to survive the winter. There is trading which allows you to trade goods you have for goods you need or would like to start using (different seeds as an example) to but that really isn't the same as a tech tree.
Overall its fairly basic if still fun for $20. I'm guessing more stuff will get added over time.
Well, for what it's intending to be, adding tech doesn't make much sense. A village of 100-200 people isn't going to be making any tech advances on their own, realistically. He was clearly just going for a realistic-ish survival simulation for an entire village, which is something that the market didn't really have. Granted, extending that for hundreds of years might not make that much sense, but it's probably better for the player to keep it open-ended like that, than simply saying "LOL YOU LASTED 100 YEARS, YOU WIN!"
Been ahving fun with this but having trouble expanding past 60 people. I have two settlement areas but can't do any more expansion because I've been stagnant for several years now.
Game is fantastic. Best city builder in a long time
Someone said this already b ut I cant believe ONE person made this game...the mechanics feel so polished.. triple A games really need to take lessons on what aspects of games make it fun (not omg super cutscene graphics during a fight bro) such as everything in this one and stop letting the marketing department run their developement.
so, 21 years in... hard mode...
population steadily declining since 12-14 years or so... admitting nomads whenever possible...
I have 0-4'ish people per house, where the first decade or so was double the population/house
several houses occupied by same sex and/or old folks... wtf, why can't my population agree to boot the old folks from their 1-2 pop homes to live together, and move in the younger breeders to keep the birth rate up?
it's like they want to die
Could somebody get on the banana phone and have them copypasta the sim nature of this shit into EQN:L?
EQ Beta B Tester.
yeah. saw all the talk and jumped in.
got to say, Im disappointed.
I would agree its fairly tightly balanced for your first or second playthrough. making it fairly likely to kill your town.
The overall complexity, and tech is weak, as noted. I am not expecting highways, airports or anything... but there is ALOT of room for more.
Is this "done" or still be worked on?
They have health, sex, age, happiness, cloths.
Dwarf fortress/gnomoria style depth here would be Very welcome.
Someone takes a job as a forester should get better at it.
As it is in this game, people can swap jobs at any time and be 100% effective.
-More depth in injuries, personality. long term injuries. broken bones, etc. Giving the hospital another use.
Giving the townfolk more character would go a long way.
Trade routes. not just water based. but allow roads off the map. Wagon based trade depots.
Add quality to materials. Let you build a town renowned for high quality Pear Alcohol.
Tie this into skills even. A notoriety stat perhaps. Producing lots of high quality material, increases the trade value of that material above raw quality.
Right now, materials have a flat value. Venison is worth 3. its 3 to buy, 3 to sell. Even if you sell 100000 venison, the price will still be 3.
more then just tools.
Tools themselves do what exactly? more durability? or increased production.
metal wheels? wagons? wheelbarrows?
with all the crops. really should be one.
-Butcher. same deal.
-clay houses. -leather houses/huts.
More artwork. With different architectural styles. Nordic themed? germanic? Chinese?
More superficial elements. Decorative additions. Totem poles, statues, gardens. herb gardens. planting trees. Flags. etc.
Rats/rabbits -spreading disease, eating food
foxes,bears,wolves,lions. eating livestock/attacking hunters.
I can't recommend honestly. I think it would be better to just go back and play ceasar 4 or something. Maybe a peaceful kingdom gnomoria/DF. Those two give much more simulation, and let you be way more creative in building cool things as well.
I suppose though. What else is there?
I think Ceasar 3 might be the last one I played.
Tropico 4. but, that is a bit different I think.
I haven't seen any nomads. not sure why my town hasn't gotten any.
Last edited by Caliane; 02-23-2014 at 02:07 PM.
(but not too much, you'll hit a population boom with more kids/students then the adults and provide food for.)
What happened was:
parents have kids.
Kids live in the house with the parents.
Without new houses to move into, the kids stay in the parents house when they are adults.
Since they never moved out, they DIDNT get married. So those kids, when adults, did not have kids.
So yeah, now you have an aged population, and are missing that younger generation with kids.
To answer caliane, all your concerns are valid, but keep in mind both gnomoria and Dwarf Fortress have more than 1 person working on the project as far as i know and DF has been in production for like 12 years with incremental updates. DF has a ton of depth, but the game is far from polished, has no graphical component and is filled with usability problems...that's not even considering the insane amount of bugs which are the main reason I stoped playing it (getting squads of archers not doing anytyhing is pretty cool).
So while I agree a lot more depth can be put into this game, it was made by one person alone, was self financed through kickstarter only and is still relatively new. The base to build on is solid and I can easily see everything you mentioned and more being patched on top of it. It's much harder to polish a turd ;p I think the best thing to do with this game would be to open it up for modding. Especialy all the ui components and stats system (which would be nice to see evolved like in DF as you mentioned).
Hopefully the what looks like massive sales on steam (its been top seller since it came out) will help push the game in the right direction!
I think both DF and Gnome are also both just 1.(or DF was just one for the longest time, but did get modding.) but at the same time, yeah, I am aware both are not exactly the same type of game either. And graphics issues.
Praising it just being one person doesn't mean much if the game ends up being so shallow honestly. some help from crowd modding probably would have gone a long way.. Definitely right. I was thinking the same thing. Looking at starbound. what community collab has done for DF/Gnome. Even was looking at the Folktale dev diary and THEY are talking about community entries, and how they've taken community work, and implemented it.
If the game is still in progress, then yeah. I think this might be worth looking at in a year. Right now, its incredibly shallow, and I think missing some key elements.
Last edited by Caliane; 02-23-2014 at 03:45 PM.
Its really were all the difficulty in the game comes from. Its not a bad design idea.
Basically everything you do is fairly delayed.
Kids take what 5 years to enter the workplace? its 8 if you have a school? something like that, dont know the specific.
So, you have families in a house with kids. you build a new house, kids move out as a couple. and start a new family. 8 years of eating food without adding back to the work force.
you need to be ready for that. expand too quick, and you have a ton of kids, needing food and firewood. and not enough adults to gather it.
Pastures. you can force kill pastures to get food. but, likely the ideal is to let them fill up and then overflow=food.
That takes ALOT of time. and buying animals is very expensive. so, animals will not give you a fast turnover for food. More like a good 10 years for that likely. esp if you start with only 2.
Orchids. 2years for a tree to start producing.
Mining/stone. high entry cost to build. Then require ALOT of manpower to actually mine.
A good amount of the choices you make in this game dont really play out until a good 2-5 years later.
I'm a huge dwarf fortress fan and i really like this game. it's simple and looks like it's going to be a bit shallow compared to DF, but it does a lot of things DF should emulate, and all builders should emulate.
DF makes me want to stab my eyes in the late game when the trader comes. this game handles that shit like a champ.
banished's resource hauling is also great. I wish i could make 'wood pile' and 'stone pile' but those things being gathered then moved to a barn then moved to a market, with peasants favoring the markets...is huge. less retards walking half way across the world to use one thing.
The game mechanics behind tools and clothes and firewood I just love.
I'm impressed that one guy made it, but I'm also impressed (with no 'one guy' qualifier) with the smooth ui, ease of mechanical functions, excelent resource moving and pathfinding (insert simcity joke here) and smooth animal/farming/resource management. Every survival/detailed builder sim i play it seems that managing animals is a nightmare (it's beyond a nightmare in DF), but here's it handled smoothly.
I hope this game gets developed and improved. but most of all I hope that other games like this, seek to emulate parts of this game. I hope dwarf fortress blatantly steals the pastures, markets,auto-trading, and just everything from banished
Again, I'm playing this on hard... so I have no access to seeds yet. Every time a trader comes (and has seeds), I'm unable to trade despite the fact that I have 1k+ of most materials/items/food
At this point, even if i had seeds I'd have nobody to work the fields cause my population is dying faster than it is breeding.. I guess I'll have to start over and try smarter (though I thought I had done a great job for my first go)
Fishermen seem to be a huge waste. Herbs are great, farms are potentially a lot better, but don't skimp on workers or they might not finish harvesting before the snow rapes your crop.
Originally Posted by Dr. Mario Speedwagon
Gatherers, fisherman, and foresters are a bit overtuned.
Fish advantage is they utilize wasted space. water. And a moderate food/time/worker ratio. Gatherer is more food/time/worker. and 3-4kinds of food.
Wood in general is the most important thing. you need it for building, for firewood. And firewood also sells well. too well. Foresters regrowing trees,allowing gathering/herbs as well..
Pastures are pretty good. their advantage is the secondary factor. Cattle give leather. Sheep give wool. chickens give eggs. And when maxed out, all give food as well. The main issue is it takes a while for pastures to fill up, and give you that food.
I was banging my head against the wall with a lot of the same problems you guys are having until I built an early school during one game. Now I have a stable population of nearly 120 adults and 20 to 30k food. Turns out an educated population takes awhile but is massively effective. Some guides recommended building it later on but i but mine around 8 to 10 houses to take advantage of all the early children they were having.
Fires are devastating. Had a good thing going with 25 people, about 5 students and only 3 new kids. Stable food production, firewood, just expanded and was ready to setup a quarry plus a mine to secure stone/iron production. Then a fire breaks out in the middle of the winter, burning down my 6 neatly packed houses plus the school, despite me having a well nearby and 6 workers hauling buckets.
So now everyone was homeless, I lost huge amounts of food/firewood people had stored in these houses and even worse, I had to rebuild not 6 but 12 houses. Turns out, people don't want to go back to their previous familiy arrangements if given the chance.
Barely recovered from that, few years later the woodcutter/tailor/blacksmith and the barn burned down. Kinda gave up after that.
I've had that happen. I try to not build everything to bunched up and usually have a space between everything. Still if fire hits a certain area of my main stone house section it will wipe me out even with my massive stockpiles.
I'm surprised you needed a quarry at 25pop. I didn't build a quarry till 80 pop when i decided on starting the conversion from wood to stone houses.
Last edited by Selix; 02-24-2014 at 02:48 PM.
When you are moving from wood to stone house, do you build new stone house or a boarding house first so you don't leave people out on the streets? I didn't realize that the poeple would be homeless the first time I did that and they ended up dying before I finished the house. Haven't done that again.
Early game house to pop ratio... are people finding it best to get a new house going every time you get 2 kids in the teenage years? Population problems are driving me nuts.
Saw this thread Friday, bought it when I got home. Spent every waking moment this weekend playing staying up until 5am. Can't stop thinking about it. This is the Oregon trail of settlement/city sims. The number of things you have to balance to get a successful town is awesome. The slightest miscalculation or misfortune and it quickly turns into a slow moving train wreck as you watch your town get decimated from pestilence, disease, famine, or freezing to the elements. Then trying to recover from that (if everyone didn't die) successfully is nothing short of amazing.
$20 well spent.
Last edited by Selix; 02-24-2014 at 07:12 PM.
I pretty much only play on 5x and 10x.... is this normal? Game seems horridly slow if not.
10x and spacebar to pause for placing things/choices.
how is that not recoverable?
Anyway, one of the first things I did, after building a trading post, was note that traders only list what you have on hand, for purchase.
meaning, if a trader will purchase, firewood, peaches, leather, coats. you only know this, if you have at least one of those at your trading post.
So I put 1 of everything in my trading post, just so I would know.
citizens will not consume items at the trading post. Nor will it rot, etc.
So you can actually use the trading post to store items you do not want them to consume.
You can hold items for an emergency, such as noted above.
Or some others. for example, blueberries from gathering. your townsfolk will grab them, and eat them as normal. making stockpiling them difficult.
if you however, place 1000 of them, or so in your trading post. your trader, will grab them and stockpile them.
And them manually release them for alch as you see fit.
it wasnt recoverable because all his farmers then lost their tools, couldnth aarvest, people starved, went batshit crazy raiding every barn for food, and dying on the trek there. The bigger the cities, the bigger they fall ;p
Damn, this game is unforgiving. Just started playing, got my first town up to like 55 adults and 25 children, and BAM, ran out of food and almost all of them died in 1 winter. Dropped me down to 8 adults 3 kids in no time flat, couldn't recover from that.
Kinda got shafted on my starting spot though, was on the tip end of a little peninsula with unbuildable mountains at the other end, had to spend a fortune building a bridge early on, and having to harvest my resources from pretty damn far from my town. Next time I know to scout out my starting area and re-start immediately if I get boned like that again.
So far the worst disaster I had was when I allowed in a group of nomads; one had smallpox. Just on her way to the doctor's office, she infected 50-people by passing along the main road between my two major cities. The ensuing outbreak caused the death of everyone.
I raged for about 5-mins over that one.
When/how do you get nomads? My highest pop so far has been 80~ people so I assume it is later on.
I have as of yet gotten any either. but:
3. trading post
Boarding house and hospital/herbalist greatly recommended before you accept any.
where do they spawn? at trading post, or town hall? hospital should probably be close to whichever.
Up to 160~ pop now. The EARLY school helped a ton. Built a school almost right away and the production was so much higher.
Also got my first nomads at about 130 population. They came to the town hall.
As for nomads, got my first ones around 40~ pop in this city. I'm up to around 400~ with double food production vs usage and everything stocked and and self sustaining. Gonna try to see if i can max it.
So I think I've pretty much found the sweet spot for growth/food production, and now I'm getting fairly bored.
Seems like if you put down a Forrestry building, and then within that circle range where they replant trees constantly, throw a hunter lodge, gatherer, and herbalist, and it can pretty much self-sustain about ~20 people(adults,students,children). Add 1 fishery to that combo and now you're supporting about ~40 people indefinitely without even having to farm.
So I pretty much plunk down those 4 buildings + a fishery and I know I can build houses until my population gains by about 40. Once I hit that number, just do it again. I don't see any problems so far. With my town of like 90 adults, 25 students, and 30 kids it's still working flawlessly, my food slowly grows, I have about 10-15,000 food in storage at any given time.
I guess I just keep doing that until I run out of space and thats it :/
Last edited by joeboo; 02-27-2014 at 07:45 PM.
watched a few minutes of this guy and tried to apply his strategy.. worked well, I just didn't build enough houses early on to accelerate the growth of my pop.. and I ended up with too many old people about 15 years down the road
Game has no depth at all. my first playthrough I was overly cautious and got to about 115 citizens before I got bored. Second playthrough I went up a difficulty and played more aggressive and got to about 150 before I had every building and pretty much nothing else to do. I experienced zero of the "survivalist" aspects people have mentioned here, had like one fire and a couple of diseases, and generally thought it was a great framework that was in no way complete. He hits the feel of what these games should be but it is so rudimentary that I can't see anything long-term there. I literally afk'd for 90 minutes at 10x and came back to a slightly larger population with no major problems. Meh.
I don't see how you managed to get to 100 citizens on the first playthrough unless you read the fuck out of it online. The game is very unforgiving and there's no way to really know that you need a shitton of food going form 20 to 30 citizens.
There's no way to really survive a tornado is there? I went from 80 citizens to 11 with all food/tools destroyed and obviously no more surface bound materials.
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