Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


Black Liquid Dev
  • Content count

  • Joined

  • Last visited

  • Days Won


ShockPuppet last won the day on May 21

ShockPuppet had the most liked content!

Community Reputation

1,894 Blazing

About ShockPuppet

  • Rank
  • Birthday 10/22/1981
  1. I haven't played the the journey mod yet. Does it allow you to place the storage cart where you want before the game starts. It's such a drag when you have a good area, but it's far away from the starting point. I noticed that your mod adds many more buildings and updates to existing ones. Are yal working on any other mods?

  2. CC: Journey on steam is now updated to 1.76. Some people have asked for that
  3. Hey shock


    i just reminding... here on steam you uploaded the CC 1.71 version



    it would be nice if it can be upgraded to 1.76 :)


    See You, bro


    1. Show previous comments  1 more
    2. Ketchup


      sweet :)

      Thanks you Shock :)


      btw, did you heard from kralyerg lately ? i didnt from months

    3. ShockPuppet


      He's around, he said he's always looking but not talking

    4. Ketchup


      Oh ok thanks you !!

  4. Sandbox map creation video: <edited out >
  5. This thread
  6. Things are happening. The wheels of progress turn slowly but they do turn.
  7. Here is an unpainted terrain island generated exclusively from code. It represents a size of up to 20 kilometers x 20 kilometers (our game is being created in a 3d scale of 1:1 with real life). It generates very quickly and is high performance, showing the cap of 120fps. This is not the standard unreal engine terrain system, we are not using that. We use C++ code to manipulate polygons into a terrain 3d mesh that will give us control of terraforming tools in game, such as flatten.
  8. Today our terrain programmer submitted the new "endless water" code. Good for staring out longingly from shore. We are starting a discussion of fire. Besides the internal lighting on buildings, and the sun, we need to have a full fire with firelight system. I've promised to make a campfire with pot in 3d for the programmers to test the FX.
  9. I am amazed at the size of the buildings and everything i am making for the Unreal Engine. It is 1:1 real life scale. By comparison, the buildings of CC are ants sized. I had to correct a scale issue today that was noticed by our terrain programmer. Regarding animations, all of the citizens movements are handled by motion capture (MoCap) and we are excited to have true to life looking movements.
  10. Non grid buildings. Maybe some easy way to snap them to be grid placeable because some people like that. Large worlds. Combination of the terrains you can imagine, land, beach, mountains, island. For the outside edge of the map there is no preference, we can put anything - land, sea, mountain.
  11. Yes kind of. We need to get our new terrain system working well first.
  12. @Tom Sawyer Thank you, for a while I hoped maybe to get access to more of banished engine. The more I learn about game dev, the more I realize what a bad thing that would be. We achieve through modding a lot of possibilities by hacking code apart, the only person who can successfully edit the engine properly is the developer. There are no documents, no support.
  13. The animals i made for banished are just normal rigged skeletons i made by hand in 3ds max. This was a long and painful process of learning, using the animal guide that comes with banished modkit. Even should I make the source available for that, it is useless because it can only be used for the animal it was designed for. I will not be making any more animals for banished again, as I have new animals to make for the new game instead. I have no idea about new developments in banished modding actually, I will be sure to check up when i find the time - everything that is my focus now is on the new game development. To be honest, im eternally frustrated with banished modding. I know everyone has achieved so much but the only reason I helped make 3d stuff for CC for so long was because I thought it would be nice if people had new things. I dont feel any happiness from making stuff for banished any more because so many things we want to do and we can't. As i have been learning Unreal Engine, I have discovered that we generally made some real basic mistakes with some of the stuff we made for banished but its not our fault because no one explained exactly how to mod properly for the engine and the community just sort of had to learn on its own. "Draw calls" are one perfect example. Luke (banished dev) told me i shouldnt use more than 1 texture per building for performance reasons but i never knew why, now after studying documents for unreal i know why its so important just to keep it at 1. So there has been and still is a time of discovery about best practices for game development now and it takes a long time but we are getting there. Compared to modding, using unreal engine is like giving us things from our dreams. Patchy weather and cloud cover with wind gusts for example. Random citizen clothing, body weight etc etc.
  14. I made this windmill to test the rotating animation in Unreal Engine. Once we get it into the engine fully, it will serve as an example to us for animating a wide range of buildings.
  15. Im great these days thanks Regarding mechanics for household items. We talked about a modular add on system for household items (node based). Also, I played Tycoon City New York (terrible) but it truly was the king of customising buildings - you could choose from a range of seating, tables, signs and decorations and plop them around each building creating a unique atmosphere. This kind of design was useful, in that more seats at a cafe meant more customers. So, I assume for our purposes it is likely we might set the system up, but for purposes of keeping bees or a little vegetable garden outside at homes, or extra seats at a tavern. For game sense, we should also focus on having a production option there (e.g. bees make honey), so that the code is fully developed, not just for decorating (we assume if we set the system up, that modders will want to make a range of decorations to add atmosphere). At this stage, all new buildings have full interiors so we are open minded about the possibilities.