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Black Liquid Dev
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Everything posted by ShockPuppet

  1. Hello there! New members please take a moment to introduce yourself. If you're an existing member perhaps you can spare a moment to give us an update I live in Australia with my pet doggo Stevie. I enjoy city building and base building games. I also enjoy turn based strategy of all kinds.
  2. Version 1.76


    Colonial Charter 1.76 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. Steam Workshop Download for version 1.76: http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998 Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  3. CC: Journey on steam is now updated to 1.76. Some people have asked for that
  4. Here we have a look at Ostriv, a town builder that has been in development since 2014 by one person. http://ostrivgame.com/home/
  5. Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  6. Sandbox map creation video: <edited out >
  7. This thread
  8. Things are happening. The wheels of progress turn slowly but they do turn.
  9. Choose Decorative Items > Statues and Flags > [then choose the type of statue you want] To build a statue as a decoration in your town, you need 1 of that type of Statue and 10 to 20 Stone for the base. All of the Statues can be obtained through trade. Stone, Wood, Jade and Marble Statues can also be made by a Stone Carver. Iron and Bronze Statues can also be made by the Foundry or Forge. The following types of Statues are available: Wood Horse Statue: A statue of a rearing horse. To build: 1 Wood Statue + 20 Stone. Stone Charter Statue: Depicts the colony's governor. To build: 1 Stone Statue + 20 Stone. Stone Charter Statue #2: Depicts the colony's governor riding on a llama. To build: 1 Stone Statue + 20 Stone. Iron Statue: Depicts a courthouse bell, representing justice for the settlement. To build: 1 Iron Statue + 10 Stone. Jade Statue: Depicts a sitting Buddha. To build: 1 Jade Statue + 10 Stone. Marble Statue: Depicts Michaelangelo's David. To build: 1 Marble Statue + 10 Stone. Bronze Statues: This is a series of elegant and powerful statues. Use the ""F"" key to select the one you want to use. To build: 1 Bronze Statue + 10 Stone. View full article
  10. Version 1.0.0


    Changes the yellow radius circle to an easy to see Blue colour. Requires a new game start. This was made as a request.
  11. This is a special type of crop field, designed to be planted with "cash crops;" those that are high value, non edible, and used to make other products - such as Cotton and Tobacco. Most of these are categorized as Miscellaneous. Instead of using the Food Limit to determine whether a crop should be harvested, the Plantation looks at the Textile Limit. If you plant these cash crops in a crop field and your food limit is reached, the regular crop field will not be harvested. However, if you plant them in a Plantation Field they will be harvested as long as the Textile Limit hasn't been reached. Crops that we recommend planting in Plantation Fields include: Bamboo Canola Cotton Flax Hemp Sugar Cane Tobacco
  12. Seems LiF: Forest Village has a small, early, mod community growing. (looking at the steam group and discussions) From what I can tell it supports a much larger range of modding than banished. Shame I am not very interested in it. Does anyone know much about it?
  13. Choose Town Services > Civic Buildings > Gazebo The Gazebo is an impressive addition to your town. To build, you need 10 Stone + 15 Hardwood + 8 Bronze View full article
  14. Version 1.0.0


    Replaces Rain with a light occasional rain. Does not affect snow. I made this for use with the "[CC] Marine" Climate, where it only ever rains. I like to use this climate with "[CC] Antilles" starts (Palms only) and the "[CC] Desert" or "[CC] Sand Lakes" maps. Removed the fogs (mostly) and stopped it getting dark when the light rain sprinkles down. This mod can be used with any climate and start type, I just had those in mind when making it.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Yes kind of. We need to get our new terrain system working well first.
  20. @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.
  21. 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.
  22. 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.
  23. 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.
  24. When thinking about food decay, it comes to mind that there is only 1 solution. The problem with having food decay as a percentage over time is how to present that information to the player. 100 old beans go into a barn, the beans are decayed to %50. The barn already holds 100 fresh beans (%100). It would be lazy to assume there are now 200 beans at %75 combined freshness. But, we can't make a slot for every percentage of beans, its bad for performance, its bad visually. My idea now is to allow 3 states of decay, Fresh, Stale, & Rotten. Different foods will have different amounts of storage time before fully rotten. Rotten food will be edible, with less nutrition and a risk of poor health. It should be converted to compost, or ideally preserved before rotting fully. There should be storage options that greatly extend the life of foods. Food kept at home should never go rotten, because the people should be smart about how they manage their pantry at home. We assume they take steps to live their lives in their best interest. This includes getting their own wood before freezing to death, or gathering wild food.
  25. Some more little buildings going into the Unreal Engine for testing