Dreadnot by CliffracerX
A proof-of-concept for a Dreadnought clone with user-built ships. At the moment, it only contains the most bare-bones of building systems, however, as it's a project idea I've been kicking around for a while now, I decided to make it for Ludum Dare.

The core relation to the theme is simple: the more ship you have, the more complicated it'll have to be. All blocks have mass, which means they'll keep your ship from moving well without more thrusters. Extra thrusters require power, so you need to stuff it with more reactors. Reactors have mass, and use valuable space you could put modules, or even armor into, so your ship'll be weaker for it. Finding a good balance for your playstyle, and ship class, will take no small amount of trial & error, and ingenuity.
It uses "realistic" thrust - for instance, in order to turn your ship, you need to mount maneuvering thrusters off-center such that they'll turn your ship.
CURRENT STATE
- Actually functional: YES!
- Ship piloting: YES
- Abilities/modules: YES
- Basic hull integrity/damage system: YES
- Your ship collapsing on reaching zero HP and needing to be respawned was a post-jam addition.
- Power system prototype: YES
- Construction: YES
- The initial Ludum Dare release required that you write ships manually, but came with documentation for how to do so.
- A full-featured ingame ship editor is now available, although you still have to spend a bit learning how it works - there's currently no tutorial.
Ratings
| Given | 0🗳️ | 0🗨️ |
I understand that you have big game in mind and this is just the kickstart :) Keep it up man, good job!
I got this submitted in the last 30 seconds of Submission Hour, so a ***lot*** is currently missing or broken, hence the "unfinished" title.
EDIT: Glad to hear it worked better this time! I'll be working on some kinda tutorial for the editor in future, but for now I've been focusing on getting more of the underlying mechanics built, and trying to prepare for multiplayer and stuff down the line.