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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Shipyard: The Combat Update -- Still Alive Over Here!

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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 concluded the series of "preparation" updates, and it's time to move on to the real Combat Update: version 0.8.0.

I don't care to copy-paste every progress report since the launch of the new site, but I will go over the more important changes. So, without further ado...

The ship management window now allows you to change your ship's crew and power. Currently, you can do it as often as you like. However, in the coming version, you will only be able to save your changes once per turn.

There's a new weapon: the Railgun. The Railgun is a high-damage, high-complexity fixed ballistic weapon, and the new largest weapon in the game at 5x5 tiles.


There are now AI ships in the world. At the moment, they'll follow you around harmlessly. Of course, that will all change in the coming update...

There's also a new station: the Academy. Currently a placeholder, it will eventually allow you to hire both generic crew and officers.

[font=arial]All that is in the game right now, but now we come

to the stuff from the coming update. I haven't got much finished, but I have the beginnings of the combat screen. You can't attack yet, but it wil[color=rgb(51,51,51)]l list your weapons and tell you (A) if they can fire and (B) if no, why they can't. In this case, my ship has a Railgun and two Torpedo Launchers which are facing the wrong way to fire at the enemy ship:[/color]


You can download the latest version and read in greater detail about the game on the Shipyard page of my website.

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