Brass Watch Games

Brass Watch Games

Category Archives: Shipyard

Shipyard is now on itch.io!

by support@brasswatchgames.com on June 5, 2016

Shipyard is now available to download on itch.io as well as this site! This isn’t an update, just an alternate way to acquire the game. You also have the option of adding a payment for the game. This is 100% optional but it motivates me to continue developing the game and helps me pay for college and […]

Shipyard Development News 4 May 2016: Weapon Changes v1 and Rebindable Keys

by support@brasswatchgames.com on May 4, 2016

Bit of a short news today, just wanted to post something so it didn’t look like I’d vanished from the Earth once again. The basics of the weapon changes are now working: all systems have a (currently hard-coded) armor value which affects the damage they take from different weapon types. Kinetic weapons work with an […]

Shipyard Development News 4 April 2016 — Back From the Dead Edition

by support@brasswatchgames.com on April 7, 2016

It’s been a long time. Like, a really long time. Like more than half a year. Yeah… Sorry about that. I can’t even say I’ve been especially active either. Between starting my first year at university and various other real-life engagements, as well as a general lack of inspiration, development of Shipyard has been at […]

Shipyard Development News 5 September 2015

by support@brasswatchgames.com on September 5, 2015

It’s been a while since I posted a true development news–more than two months in fact–and it’s time to rectify that! Internal System Map One of the most important changes in the new update is also one of the most boring to explain. In the current version, a ship’s systems are stored in a one-dimensional list. […]

Shipyard Development News 28 June 2015

by support@brasswatchgames.com on June 28, 2015

I’ve been doing a lot of work on Shipyard over the past few days, and although Alpha 1.0 is still a long way away, I’m making progress much faster than I expected. First and foremost, I now have free-form versions of weapon controls, crew’s quarters, and cargo bays implemented. In the case of weapon controls, […]

Shipyard Development News 20 June 2015

by support@brasswatchgames.com on June 21, 2015

Okay, I’ll admit that I didn’t get straight to coding after I posted my outline for Alpha 1.0. That’s because, at the time, it was nearing the end of the school year and teachers were doing their very best to cram as much busywork as they could possibly into that last month and a half. Now, […]

Shipyard: Outline for Alpha 1.0

by support@brasswatchgames.com on April 24, 2015

Now that I’ve fixed my server troubles (or, at the very least, delayed the inevitable), I can get back to work on proper, content-adding updates for Shipyard. I’ve been giving it some thought, and I feel like it’s ready to proceed from the “pre-alpha” stage into the “alpha” stage. In a tradition that I started […]

Shipyard 0.8.1a: Back in Action

by support@brasswatchgames.com on April 24, 2015

That’s right, folks! After five months, version 0.8.1a is finally ready to go! As always, it is available both as a full download and through the launcher. Despite the long wait time (which was at least partially my fault, as I’ll explain below), it is only a minor bugfix update to get rid of the crippling […]

Server Troubles: Two Months Later

by support@brasswatchgames.com on January 31, 2015

The server problem which was preventing me from uploading Shipyard version 0.8.1a is, apparently, still an issue. I tried again to upload the update today (24 Jan. 2015) and it seems waiting for it to sort itself out isn’t going to help matters. It’s bad enough that this is occurring with a pure bug-fixing update […]

Shipyard Pre-Alpha 0.8.1a Hotfix Update

by support@brasswatchgames.com on November 24, 2014

Someone found a bug in 0.8.1 whereby enemy ships could kill nonexistent crew, thereby causing a system to have a negative number of crew inside. This, in turn, would cause the system to be “negative repaired” by five times the number of anti-crew per turn. This would cause systems to have negative hitpoints, making them exponentially […]