{"id":233,"date":"2014-11-09T07:28:04","date_gmt":"2014-11-09T07:28:04","guid":{"rendered":"http:\/\/www.brasswatchgames.com\/?p=233"},"modified":"2014-11-09T07:28:04","modified_gmt":"2014-11-09T07:28:04","slug":"shipyard-development-news-8-nov-2014","status":"publish","type":"post","link":"http:\/\/brasswatchgames.com\/?p=233","title":{"rendered":"Shipyard Development News 9 Nov. 2014"},"content":{"rendered":"<p>I can finally say that\u00a0I&#8217;ve actually made good progress on shuttles since my last post! I&#8217;m still far from finished, as I&#8217;ll explain below, but progress is actually happening. Here&#8217;s what I&#8217;ve done so far:<\/p>\n<ul>\n<li>There is one type of shuttle implemented: the Light Fighter. It can be sent to attack an enemy ship. After it has completed its attack, it will turn around and make its way back to your ship.<\/li>\n<li>Your ship can store a number of shuttles equal to the number of shuttle bay systems placed on it.<\/li>\n<li>When saving and loading the world, your ship will\u00a0save any shuttles currently\u00a0stowed in the shuttle bay.\u00a0Any of your shuttles that are deployed in the world will remember that they belong to your ship, so they can be reclaimed later.<\/li>\n<li>If a shuttle runs out of fuel, it will\u00a0be unable to move, and can only be reclaimed by\u00a0ending your turn with your ship within one tile of it.<\/li>\n<li>You may\u00a0only leave your current sector if all of your shuttled are stowed aboard your ship.<\/li>\n<li>Shuttles will check to make sure you have enough crew before launching.<\/li>\n<\/ul>\n<p>Here&#8217;s what still needs to get done:<\/p>\n<ul>\n<li>There is no GUI yet for viewing and launching shuttles. Right now,\u00a0this is done with debug commands.<\/li>\n<li>The shuttle shop is still non-functional. Giving shuttles to the player is also done with a debug command.<\/li>\n<li>There is only one\u00a0type of shuttle (the Light Fighter described above). I plan to have at least two more by the time the update is released.<\/li>\n<li>The Light Fighter defaults to attacking the target ship&#8217;s bridge. There is no way to target another system at the moment.<\/li>\n<li>Enemies cannot use shuttles, and even if they could, shuttle-to-shuttle combat is not implemented.<\/li>\n<li>Ship-to-shuttle combat (that is, a full-size ship attacking an adjacent shuttle) is also not implemented.<\/li>\n<\/ul>\n<p><strong>EDIT:\u00a0<\/strong>In addition to the progress on shuttles,\u00a0I&#8217;ve also been working on improving the navigation screen. Here&#8217;s a screenshot:<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png\"><img data-attachment-id=\"240\" data-permalink=\"http:\/\/brasswatchgames.com\/?attachment_id=240\" data-orig-file=\"https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?fit=1280%2C720\" data-orig-size=\"1280,720\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"scrn_2014_11_09_1415571302837\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?fit=300%2C169\" data-large-file=\"https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?fit=1024%2C576\" loading=\"lazy\" class=\"aligncenter size-large wp-image-240\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837-1024x576.png?resize=1024%2C576\" alt=\"scrn_2014_11_09_1415571302837\" width=\"1024\" height=\"576\" srcset=\"https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?resize=1024%2C576 1024w, https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?resize=300%2C169 300w, https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?resize=768%2C432 768w, https:\/\/i0.wp.com\/brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837.png?w=1280 1280w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<ul>\n<li>In the top left, just to the right of your credits and scrap, is a list of your currently active consumables\u00a0and the number of turns remaining on each one.<\/li>\n<li>On the bottom left is a hotbar, which replaces the giant, chunky buttons of the current version. From left to right, the icons are: Cargo Hold, Sector Map, Shuttle Bay, View Ship, and View Character.<\/li>\n<li>In the bottom center is a hitpoint gauge.\u00a0Since ships are destroyed at 40% of their maximum HP, the gauge will show &#8220;zero&#8221; at 40%.<\/li>\n<li>I believe I&#8217;ve already shown this, but in case you missed it, the ring in the middle of the screen is your &#8220;scanner&#8221;. Objects that are within your scanner range will appear as color-coded arrows around the edge of the ring. In the new version, the scanner range stat is provided by your ship&#8217;s bridge, meaning there is now a reason to allocate crew and power to it.<\/li>\n<li>For those of you like me whose brain goes crazy at the lack of symmetry with the hotbar only on the left of the HP gauge, don&#8217;t worry: I&#8217;m planning to have a second hotbar to which you can bind consumables and shuttles for quick use.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>I can finally say that\u00a0I&#8217;ve actually made good progress on shuttles since my last post! I&#8217;m still far from finished, as I&#8217;ll explain below, but progress is actually happening. Here&#8217;s what I&#8217;ve done so far: There is one type of shuttle implemented: the Light Fighter. It can be sent to attack an enemy ship. After [&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-3L","jetpack-related-posts":[{"id":203,"url":"http:\/\/brasswatchgames.com\/?p=203","url_meta":{"origin":233,"position":0},"title":"Shipyard Development News 8 August 2014","date":"August 8, 2014","format":false,"excerpt":"It's been a while since I posted one of these, mainly because I'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\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":172,"url":"http:\/\/brasswatchgames.com\/?p=172","url_meta":{"origin":233,"position":1},"title":"Shipyard: Outline for Pre-Alpha 0.8.1","date":"June 7, 2014","format":false,"excerpt":"Even though version 0.8.0 has just been released, I'm already thinking about content for the next update. Nothing is set in stone as of yet, but my major plans are listed below: Working Items:\u00a0Items will be usable and provide effects to your ship. Consumables will provide temporary effects and will\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":128,"url":"http:\/\/brasswatchgames.com\/?p=128","url_meta":{"origin":233,"position":2},"title":"Shipyard: The Combat Update &#8212; Progress Report #9","date":"April 14, 2014","format":false,"excerpt":"Man, these progress reports are almost into the double digits. I wish I could say the update was somewhere close to ready, but in truth there's still a long way to go. In addition to numerous bugs and balance problems that still need to be ironed out, I still have\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"scrn_2014_04_12_1397350142815","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_12_1397350142815-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":303,"url":"http:\/\/brasswatchgames.com\/?p=303","url_meta":{"origin":233,"position":3},"title":"Shipyard: Outline for Alpha 1.0","date":"April 24, 2015","format":false,"excerpt":"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\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":250,"url":"http:\/\/brasswatchgames.com\/?p=250","url_meta":{"origin":233,"position":4},"title":"Shipyard Dev News 22 Nov. 2014 &#8212; &#8220;Lesser of Two Evils&#8221; Edition","date":"November 22, 2014","format":false,"excerpt":"After going back over the features that still need to be completed for Shuttles to be ready to use, I've decided that there's still a lot of work to do. I was hoping to have the update ready this weekend, but even if I worked around the clock to get\u00a0shuttles\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":233,"position":5},"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":[]}],"_links":{"self":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/233"}],"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=233"}],"version-history":[{"count":0,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/233\/revisions"}],"wp:attachment":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=233"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=233"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=233"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}