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Shipyard -- 2D Turn-based Strategy with Spaceship Construction (Progress Update 6 Apr. 2014)

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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 superior things on this site. In short: keep your expectations low.
Now that that's over with, allow me to introduce my project. Shipyard is the temporary title of a science-fiction themed, turn-based strategy game which I have been working on for about six months now. The gimmick (and the origin of the name) is that the player builds their ship from individual systems such as crew's quarters, weapon controls, engines, etc. on a 2D grid. Combat is not yet implemented, but it will be based around strategically disabling your enemy's systems until the vessel as a whole is crippled.
I'm posting this as a way to A, get people interested in the game, and B, get some feedback on what I have so far. Now, "what I have so far" isn't an awful lot, but if anyone has a brilliant idea or finds a glaring bug, don't hesitate to post it here. I'm also open to suggestions, but please check on the game's website (listed below under "More Info") to make sure it's not already planned.
More Info
You can find additional information about the game, such as instructions for gameplay and planned features, on the game's webpage at
I also have a development log on this site, where I talk about the process of creating the game, which you can find here.
You can download the latest version of the game by clicking here. Just extract the game files and run the jar file by double-clicking it. Everything else should be pretty self-explanatory.
Or, if you're feeling brave, you can try the beta version of the launcher. It does all the downloading and extracting for you, plus checks for new versions.
Coming Soon: Ship Combat

This video shows off my progress so far on the upcoming Pre-Alpha 0.8.0 update, which will include ship combat as its primary feature.
Interior Editor - Allows you to place the ship's systems
Weapons Editor - Allows you to place weapons on your ship
Exterior Editor - Allows you to decorate the ship by changing the appearance of each tile
Some systems, like bridges and engines, have their own exterior design and do not allow tiles to be placed on them.

New World Screen - Allows you to set the world random generation seed
The two check-boxes you see are placeholders. They can be toggled on and off but do not affect the game.

Warp Gate Interface - Allowing transport between sectors


Sector Map -  Shows locations of player, planets, and stations:


Edited by nerdboy64

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I'd all but forgotten about this thread, and it's missed quite a few updates. I'm still developing the game, though, and am still looking for feedback. My current work is preparation for the eventual addition of the combat system. Check the dev blog (link in signature) for more details.


I've also released a very early (even more so than the game itself) version of a launcher, which handles updating and launching the game. It's been tested on Win 7 64-bit with no problems yet. Here's a screenshot:



Edited by nerdboy64

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Again, I've managed to let this thread slip from my memory. Since I last posted here, I've switched over to an entirely new website for my game projects, as well as released multiple updates to the game. I did a series of "preparation" updates leading up to the addition of ship-to-ship combat, which I am working on now.


You can see my progress in detail on the homepage of the new website, but I'll do a quick run-through of the new features of the game:


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.

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 will 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:


That's it for today, folks! If you're interested in Shipyard, check my website as I update there most frequently.

Edited by nerdboy64

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Progress update! The combat system is now under construction, and I've just begun work on adding animated projectiles when you fire at the enemy ship. Because of this, the usual series of screenshots wouldn't cut it, so I made a short video going over the new features:




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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 to work on game development.





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The combat update is still far from finished, but it's coming along nicely. Since last time, I have made a couple big changes including the addition of an entirely new resource: Scrap. Scrap is dropped by destroyed ships and is used for repairs or can be sold back to the shipyard. You can read more about it on my website.

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