Brass Watch Games Development

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California, USA
Journal of my game development as Brass Watch Games.
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2 followers
23 entries
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nerdboy64
July 08, 2017
BOATMATH 3.5: The Cube Moves The Boat Now

Just a mini-update this time, nothing too major. The biggest change is that in simulation mode the test cube will act as an engine, pushing the boat forward. In addition to this, there are a bunch of small changes made to the editor:

  • Machinery will appear in a translucent "preview" mode bef…
3,270 views
nerdboy64
July 02, 2017
BOATMATH III: Revenge of the Cubes

After a couple months of getting nothing done, I'm back on the Unreal wagon! This time I'm showing off the beginning of what will be the "machinery" system. Machinery is anything that actively performs a function such as weaponry, boilers, or radar. For now, though, it's just these cubes with an…

1,987 views
nerdboy64
February 04, 2017
BOATMATH 2: Boat Harder

In my last post I showed off an extremely early version of a project in which a simple boat could be constructed from triangular surfaces. Since then I've made a lot of progress in all aspects of the game.

New features/improvements include:


  • "Design" and "Simulation" modes split into separate levels…
1,710 views
nerdboy64
January 21, 2017
nananananananana BOAT MATH! Surface-based shipbuilding game "tech demo?"

This is a project I started in Unreal Engine 4 a while back, got fed up with, dropped for a few months, and finally came back to. The project began in a Discord channel of a role-playing group for a game called From the Depths. FtD had some good ideas, but it's clunky, unrealistic, and not very wel…

2,526 views
nerdboy64
February 16, 2015
Best School Project Ever
[media][/media]
[color=rgb(51,51,51)][font=arial]I recently took a C++ class at community college. As part of the final exam, each student was to create a "sampler project" showcasing what they had learned. I play both World of Tanks and War Thunder, and have watched Girls und Panzer more times than…
2,278 views
nerdboy64
November 23, 2014
Shipyard Pre-Alpha 0.8.1 Released!
It's been more than five months since I started working on this update. I never intended it to go on this long, but trying to implement shuttles increased the development time drastically. Eventually, I decided to push shuttles back to another update and release the new version with the feature tha…
2,899 views
nerdboy64
August 08, 2014
Shipyard Development News 8 August 2014
[color=rgb(51,51,51)][font=arial]It's been a while since I posted one of these, mainly because I've been working more on the Sooper Seecret Tank Project than on Shipyard over the last couple weeks. However, as Shipyard is still my primary focus, I figured I had better share what I have done.[/font]…
1,804 views
nerdboy64
July 26, 2014
Sooper Seecret Project Preview #2
I know I really should be working more on Shipyard, but I'm just having too much fun with this tank.
The tank is now a real object with some degree of physics. It can be controlled with WASD, and the gun will aim at your mouse. The physics were done using JBullet, a Java port of the Bullet physics l…
1,804 views
nerdboy64
July 23, 2014
Sooper Seecret New Project from Brass Watch Games
Recently, I've been working on an up-to-now secret project in addition to Shipyard that I would share if it went well. Well, thus far, that seems to be the case, so here's a little sneak-peak of what I have so far:



I'm not going to give any details yet, but I will explain what's going on in the vide…
1,539 views
nerdboy64
June 06, 2014
Shipyard Combat Update Released!
Shipyard version 0.8.0 or "The Combat Update" has just been released! As the largest update the game has ever seen, there is too much to discuss in one post. You can read the abbreviated version on the Brass Watch Games blog or see the full changelog at the bottom of the game's page.

If you already …
2,014 views
nerdboy64
April 07, 2014
Progress Report #8 Now Live
EDIT 7 April: The progress report post has been updated to include a few balance changes introduced after some personal testing. These include further increase of the ship destruction threshold and higher prices (both buying and selling) for scrap.

The combat update is still far from finished, but i…
1,940 views
nerdboy64
April 02, 2014
New Progress Report on Website
There's a new progress report posted on my website. The latest changes include crew repairing systems, improved crew and power distribution, and pirates which actually fight back. Expect to see more news over the next week, as school has gone on spring break meaning I actually have some free time t…
1,569 views
nerdboy64
March 16, 2014
Shipyard: The Combat Update -- Video Preview
Today, I worked on adding animations to ship combat in Shipyard. I only have two so far, but more are coming soon. Here's a video showing them, along with various other features of the update:

[media][/media]
1,441 views
nerdboy64
February 24, 2014
Shipyard: The Combat Update -- Still Alive Over Here!
It's been a few weeks and multiple game updates since I posted here. I've instead been posting my progress on my own website, but I figured I'd remind everyone here that I'm still alive and that Shipyard has been coming along nicely since last we saw it. In fact, the release of version 0.7.4 conclu…
1,629 views
nerdboy64
January 28, 2014
Rebranding and New Website!
I've always felt that "nerdboy64," while perfectly fine for a forum username, was a little too informal for proper game development, and I think we can all agree that it isn't the sort of thing I'd want emblazoned on a convention booth ten years down the road. Thus, I've decided to rebrand myself a…
1,483 views
nerdboy64
January 20, 2014
A Bit of a Tangent
I've been a bad developer the last couple days. Instead of working on the stuff I promised for the next update, I've been doing something not completely different, but somewhat tangential. I have, as it turns out, been working on coding a launcher for Shipyard. At the moment, it will show the chang…
1,494 views
nerdboy64
January 16, 2014
Shipyard: The Combat Update -- Progress Report #1
This is a quick post to show off some of my progress toward the Combat Update. First, I've completed the new ship movement system and the controls associated with it. Right clicking now turns your ship by 1/8 turn per click until it faces the mouse, and once it's facing the right way each click mov…
1,762 views
nerdboy64
January 14, 2014
Coming Soon: Shipyard: The Combat Update
As an extension of the customization mechanic, one of the main features of Shipyard is its combat system. As it makes its way into the real of "real game," I figured it was about time I got to work on that mechanic. As of yet, the only coding I've done has been preparatory; however, I have been mak…
1,299 views
nerdboy64
December 14, 2013
Shipyard Character Creation Part II: Actual Implementation (Update: MOAR OPTIONS!)
A few days ago I posted a dev journal with some images of characters I had created for Shipyard. At the time they were just mock-ups made in an image editor, but I liked the idea so much that I decided to go ahead with it. The process was a lot more involved than I had expected, but in the end I ma…
1,334 views
nerdboy64
December 08, 2013
Shipyard Character Creation Mock-ups
Recently I've been thinking about adding character creation to Shipyard. The character wouldn't do anything on their own, but the image could be used in dialog sequences and just add a little extra personality to the game. I haven't done any actual programming yet, but I've been having a lot of fun…
1,303 views
nerdboy64
November 24, 2013
Save Data Handling in Shipyard
When I first added the ability to save ship designs, the system I used was, to put it bluntly, not very good. The format it used was just a text file, and loading relied heavily on things like line breaks. When opened in a text editor, it looked like this, only longer:[code=nocode:0]name:Light Carg…
1,284 views
nerdboy64
November 20, 2013
Random Galaxy Generation in Shipyard
[color=rgb(51,51,51)][font=Georgia]It's come time in Shipyard to add more sectors to travel to, and to have them generate randomly rather than being hard-coded like the current world. I also wanted the sectors to display on a "galaxy map," where sectors were placed randomly rather than being on a g…
1,726 views
nerdboy64
November 19, 2013
Introducing "Shipyard," my first somewhat-successful game project (Image heavy!)
First of all, I want to say that this is not a professional endeavor. I am very much an aspiring programmer, and this is very much an "in my free time" sort of project. Though I am quite proud of it and hope people like it, I just want to say that I don't claim to compete with some of the far super…
1,411 views
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