{"id":203,"date":"2014-08-08T20:57:47","date_gmt":"2014-08-08T20:57:47","guid":{"rendered":"http:\/\/www.brasswatchgames.com\/?p=203"},"modified":"2014-08-08T20:57:47","modified_gmt":"2014-08-08T20:57:47","slug":"shipyard-development-news-8-august-2014","status":"publish","type":"post","link":"http:\/\/brasswatchgames.com\/?p=203","title":{"rendered":"Shipyard Development News 8 August 2014"},"content":{"rendered":"<p>It&#8217;s been a while since I posted one of these, mainly because I&#8217;ve been working more on the Sooper Seecret Tank Project\u00a0than on Shipyard over the last couple weeks. However, as Shipyard is still the primary focus of this site at the moment, I figured I had better share what I have done.<\/p>\n<p><strong>Auto-move<\/strong><\/p>\n<p>A close friend of mine, who also happens to be an aspiring game developer (you can find his work <a href=\"https:\/\/sites.google.com\/site\/configstudios\/\">here<\/a>), suggested that I add this. He thought the current mouse controls were clunky (I didn&#8217;t mind because I mostly use WASD), and proposed an auto-move or auto-path system to set your ship to move to the selected tile. So, that&#8217;s what I added. In version 0.8.1, if you hold shift and right click, your ship will automatically move to the selected tile taking as many turns as it needs to do so. You can also cancel auto-move before it&#8217;s finished by hitting space.<\/p>\n<p><strong>Toggleable Map Grid<\/strong><\/p>\n<p>Another suggestion from my friend, he said\u00a0the grid in the navigation screen was visually distracting. However, I argued that it was useful to\u00a0know exactly how far away objects are from your ship. So, the solution? Make it optional. From now on, it is off by default but can be toggled with F2. F1, by the way, takes screenshots while F12 opens the debug screen. Speaking of which&#8230;<\/p>\n<p><strong>Debug Commands<\/strong><\/p>\n<p>Currently, the debug window is only an output log used to see what the game is doing at any given time. However, I&#8217;ve added a new functionality for the coming version: commands. Most games have them in some form, and I figured that Shipyard would benefit from than as well. The current commands are as follows:<\/p>\n<ul>\n<li><em>help<\/em> &#8212; Lists available commands.<\/li>\n<li><em>describe &lt;string&gt; \u00a0&#8212;\u00a0<\/em>Describes a specific command.<\/li>\n<li><em>givecreds &lt;int&gt;<\/em> &#8212; Gives the player credits equal to the given number.<\/li>\n<li><em>givescrap &lt;int&gt;<\/em>\u00a0&#8212; Gives the player scrap equal to the given number.<\/li>\n<li><em>tp &lt;int&gt; &lt;int&gt;<\/em> &#8212; Teleports the player to the given tile. First number is X, second is Y coordinate.<\/li>\n<li><em>warp &lt;int&gt; &#8212;\u00a0<\/em>Warps the player to the given sector by\u00a0ID number.<\/li>\n<li><em>repair &#8212;\u00a0<\/em>Repairs the player&#8217;s ship to max HP.<\/li>\n<li><em>fillcrew<\/em> &#8212; Fills the players crew to capacity, but does not allocate them to systems.<\/li>\n<\/ul>\n<p><strong>Size Limit<\/strong><\/p>\n<p>The size limit that I talked about a while ago in my outline for 0.8.1 has also been implemented. Now, while in the\u00a0interior view of the\u00a0shipbuilding screen, there is a border that dynamically adjusts whenever you add or remove systems, regardless of where in the 48&#215;48 grid you start your ship. As stated in the outline, the Class 1 ships have a size limit of 16&#215;16, Class 2 ships can go up to 32&#215;32, and the soon-to-be-added Class 3 will be able to use the entire 48&#215;48 grid.<\/p>\n<p><strong>Armor Types<\/strong><\/p>\n<p>With shuttles on the way (though still not currently functional), I decided to implement\u00a0light and heavy armor types. All weapons have a preferred armor type, and will receive penalties for attacking the wrong type. Currently, only the Twin Autocannon prefers light armor, while every other weapon prefers heavy. Ships are classified as heavily armored, while shuttles will be lightly armored. This means that, due to type penalties, the Twin Autocannon is more effective at dealing with\u00a0fighters than some weapons with higher base damage. It has also had its base damage doubled to 24, making it just as (in)effective against ships but giving it a purpose in dealing with enemy fighters.<\/p>\n<p><strong>Shuttles<\/strong><\/p>\n<p>As I&#8217;ve already said, shuttles are still in progress and are not functional in-game items yet. However, I have made the sprites for a couple of them:<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/08\/tashuttle.png\"><img loading=\"lazy\" class=\"alignleft wp-image-208 size-full\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/08\/tashuttle.png?resize=48%2C48\" alt=\"tashuttle\" width=\"48\" height=\"48\" data-recalc-dims=\"1\" \/><\/a> <a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/08\/lfighter.png\"><img loading=\"lazy\" class=\"alignleft wp-image-209 size-full\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/08\/lfighter.png?resize=48%2C48\" alt=\"lfighter\" width=\"48\" height=\"48\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>On the left is the Trans-Atmospheric shuttle, which will be used to send away teams down to the surface of planets\u00a0as it can function both as a spacecraft and an atmospheric craft. On the right is the Light Fighter, a basic attack vessel\u00a0which prefers lightly-armored targets (see above), making it ideal for intercepting enemy shuttles and fighters.<\/p>\n<p>Right now, I am continuing to work on shuttles and hopefully I&#8217;ll have something usable in-game for the next one of these development posts.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s been a while since I posted one of these, mainly because I&#8217;ve been working more on the Sooper Seecret Tank Project\u00a0than on Shipyard over the last couple weeks. However, as Shipyard is still the primary focus of this site at the moment, I figured I had better share what I have done. Auto-move A [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true},"categories":[2,4,1],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p4ieDM-3h","jetpack-related-posts":[{"id":112,"url":"http:\/\/brasswatchgames.com\/?p=112","url_meta":{"origin":203,"position":0},"title":"Shipyard: The Combat Update &#8212; Progress Report #8 (Revised 7 April 2014)","date":"April 7, 2014","format":false,"excerpt":"Spring break is, sadly, drawing to close, but in the meantime I have got a couple big changes to show you. As always, these changes are coming in the next update and are not in the current version of the game. Anyway, let's get on with it: Scrap The biggest\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"Credits and scrap are now displayed in the top left of the navigation screen.","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/credits_and_scrap_preview-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":58,"url":"http:\/\/brasswatchgames.com\/?p=58","url_meta":{"origin":203,"position":1},"title":"Shipyard PA 0.7.3 and Launcher 2.1 released!","date":"February 7, 2014","format":false,"excerpt":"Shipyard pre-alpha 0.7.3 has been released! This is the second if the series of preliminary updates gearing up for the addition of combat. This time, it adds the crew and power tab to the View Ship screen, as well as some other minor stuff. See the Shipyard page for downloads\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"Crew and Power Management","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/02\/scrn_2014_02_05_1391671070606-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":687,"url":"http:\/\/brasswatchgames.com\/?p=687","url_meta":{"origin":203,"position":2},"title":"New Shipyard: Big improvements to the ship editor","date":"July 2, 2018","format":false,"excerpt":"As the first part of the game I created way back in 2013, the ship editor was easily the most naively designed and coded section of the game. My planned redesign of the interface in the never-completed Alpha 1.0 version addressed some of the problems, but the fix was only\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":256,"url":"http:\/\/brasswatchgames.com\/?p=256","url_meta":{"origin":203,"position":3},"title":"Shipyard Pre-Alpha v0.8.1 Released","date":"November 23, 2014","format":false,"excerpt":"After more than five months of development, I've decided to release version 0.8.1. I finally made the decision to push shuttles back to a future update, as holding back 0.8.1 until they were finished would have meant another month or more without an update. Nevertheless, version 0.8.1 has plenty of\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"scrn_2014_11_22_1416699459267","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_22_1416699459267-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":69,"url":"http:\/\/brasswatchgames.com\/?p=69","url_meta":{"origin":203,"position":4},"title":"Shipyard: The Combat Update &#8212; Progress Report #3\u00bd","date":"February 19, 2014","format":false,"excerpt":"This wasn't quite worthy of being called Progress Report #4, but I still wanted to share it. Since the last progress update, I've added a completely new NPC station to the world: the Academy. Currently, it doesn't do anything. In the future, though, it will allow you to hire both\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"Shipyard Academy Preview","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/02\/scrn_2014_02_17_1392675983753-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":353,"url":"http:\/\/brasswatchgames.com\/?p=353","url_meta":{"origin":203,"position":5},"title":"Shipyard Development News 5 September 2015","date":"September 5, 2015","format":false,"excerpt":"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\u00a0most boring to explain. In the current version, a ship's systems are\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"New Ship Editor Preview","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2015\/09\/scrn_2015_09_05_1441490271062.png?resize=350%2C200","width":350,"height":200},"classes":[]}],"_links":{"self":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/203"}],"collection":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=203"}],"version-history":[{"count":0,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/203\/revisions"}],"wp:attachment":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=203"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=203"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=203"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}