Shipyards Engineering Report Beta 2



As you can see from the image above, a lot has changed since the last update. We’ve experimented with different control methods for moving the ship pieces around and have now settled on using handles for both touch and mouse input. There are separate handles for move, scale and rotate.


Drew has created lots more ship pieces, about one a day! We’ve moved “cores” and “crew” (the top two buttons on the right) from “miscellaneous” piece types. Which core you choose now determines how big you can make your ship.


We have hooked up the green circle and percentage display to the piece’s efficiency. The efficiency of a piece is based on how many other pieces it is connected to, so that the more pieces it is connected to, the less efficient it is. Too many and the piece’s capabilities get reduced. For example, the thrust of an engine.


The bottom middle of the screen has the piece name and its crew/power requirements. The two bar graphs to the right of that are the ship’s power and crew capacity. As you add pieces, they use up some of the spare power and crew capacity and the bars go down. Adding crew pieces increases crew capacity.


Weapons, radar, armour, health, shields, power and crew have all been added, along with a target practice ship, so it’s now possible to have a small battle. Weapons consist of laser beams, laser bolts and missile launchers, each of which can be setup as turrets or fixed direction. Radars boost certain stats. Shields always stop laser weapons and some can even stop missiles. Lots of weapon and impact visual effects are now in and working and ship pieces now look different, depending on if they are “alive”, “damaged” or “destroyed”.


Our focus in the next couple of months will be to continue on improving the fighting and AI. To aid in that effort, we are happy to announce that we have a new programmer joining the team, Alister Hatt (@AJHatt). Alister has many years of experience as a lead programmer and has focused on AI, tools and analytics in previous roles. We have all worked together in the past, so Alister has quickly settled in and has been productive from day one.

 - Paul (@pbaker05)