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Category Archives: Shipyard

Shipyard Remake: Friendship ended with Java, now C++ is my best friend

by Jonah on June 30, 2018

When I started the original Shipyard, I only knew how to program in Java, a language which makes it very easy to slap together something basically functional but not particularly efficient. This was only exacerbated by my lack of experience. To pick one of many examples, the game’s graphics were done entirely with Java’s built-in […]

What Happened to Shipyard?

by Jonah on May 20, 2018

You may have noticed that this website hasn’t been awfully active lately, with only one off-topic post in 2017 and none this year. There are many reasons for this, not the least of which being poor overall mental health sapping my motivation to take care of myself at a basic level, let alone develop video games. I have, occasionally, still […]

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

by Jonah 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 Jonah 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 Jonah 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 Jonah 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: Outline for Alpha 1.0

by Jonah 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 […]