{"id":410,"date":"2016-05-04T19:35:10","date_gmt":"2016-05-04T19:35:10","guid":{"rendered":"http:\/\/www.brasswatchgames.com\/?p=410"},"modified":"2016-05-04T19:35:10","modified_gmt":"2016-05-04T19:35:10","slug":"shipyard-development-news-4-may-2016-weapon-changes-v1-and-rebindable-keys","status":"publish","type":"post","link":"http:\/\/brasswatchgames.com\/?p=410","title":{"rendered":"Shipyard Development News 4 May 2016: Weapon Changes v1 and Rebindable Keys"},"content":{"rendered":"<p>Bit of a short news today, just wanted to post something so it didn&#8217;t look like I&#8217;d vanished from the Earth once again.<\/p>\n<p>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 all-or-nothing system, energy weapons divide their damage by the armor value, and explosive weapons deal damage to an area but damage is divided by the <em>square<\/em> of the armor value. Right now with kinetic and energy weapons, attacking free-form systems is still inefficient as leftover damage is not distributed to neighbors, however I plan to change\u00a0this before releasing the update (which is still a long way off).<\/p>\n<p>Also,\u00a0I&#8217;ve begun to implement the ability to rebind keys. At the moment, only movement (WASD), wait (Space), and the navigation screen hotbar are rebindable and there&#8217;s no built-in system to change them (you have to look up the codes and edit a text file). Once again, though, I plan to change this before the update is finished.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Bit of a short news today, just wanted to post something so it didn&#8217;t look like I&#8217;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 [&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-6C","jetpack-related-posts":[{"id":397,"url":"http:\/\/brasswatchgames.com\/?p=397","url_meta":{"origin":410,"position":0},"title":"Shipyard Development News 4 April 2016 &#8212; Back From the Dead Edition","date":"April 7, 2016","format":false,"excerpt":"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\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":168,"url":"http:\/\/brasswatchgames.com\/?p=168","url_meta":{"origin":410,"position":1},"title":"Combat Update Released!","date":"June 6, 2014","format":false,"excerpt":"Shipyard version Pre-Alpha 0.8.0, or \"The Combat Update,\" is easily the largest update Shipyard has seen to date and has just been released!\u00a0You can download the update on the Shipyard page or through the launcher. For those who\u00a0haven't been following its development, I'll do my best to condense the massive\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":317,"url":"http:\/\/brasswatchgames.com\/?p=317","url_meta":{"origin":410,"position":2},"title":"Shipyard Development News 28 June 2015","date":"June 28, 2015","format":false,"excerpt":"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\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"scrn_2015_06_23_1435097117103","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2015\/06\/scrn_2015_06_23_1435097117103-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":52,"url":"http:\/\/brasswatchgames.com\/?p=52","url_meta":{"origin":410,"position":3},"title":"(Coming Soon) Shipyard: The Combat Update","date":"January 28, 2014","format":false,"excerpt":"If you came here from my gamedev.net developer journal, you've already seen this announcement. For the rest of you, though, this may be the first you've heard of it. I've decided that it's about time I added the combat system to Shipyard. There's a lot of preparation required before the\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":203,"url":"http:\/\/brasswatchgames.com\/?p=203","url_meta":{"origin":410,"position":4},"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":220,"url":"http:\/\/brasswatchgames.com\/?p=220","url_meta":{"origin":410,"position":5},"title":"Shipyard Development News 16 Oct. 2014","date":"October 17, 2014","format":false,"excerpt":"It's officially been\u00a0ages\u00a0since I last posted anything here, so I figured it was about time I posted something. I'm going to be honest here: update 0.8.1 is coming along much more slowly than I'd hoped due to a combination of factors. The first is that, with school butting its way\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]}],"_links":{"self":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/410"}],"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=410"}],"version-history":[{"count":0,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/410\/revisions"}],"wp:attachment":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=410"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=410"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=410"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}