Starbase Progress Notes: Week 8 (2022)

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
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Hello everyone, here are the progress notes of the week 8 of 2022!

This week's progress notes show all the major the features, additions and improvements currently in the works. The features have been roughly divided into categories, and in the beginning, we list both new and recently completed items from the past two weeks. We hope that you enjoy these snippets of the Starbase development!

Please note that the "Progress Notes" are different from the Starbase "Patch Notes". Progress Notes are snippets from the development team and what has been worked on during the previous week, and many of the features might not be present in the current or upcoming builds of the Starbase Early Access. Some features, especially in the design portion, can be subject to change as the development continues.

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Starbase Progress Notes: Week 8 (2022)
February 21 - 25

Below we have listed the different states, and an explanation of what that state means in terms of development process.
Design: first phase of development
Art: done after designing of the feature, but can be done either before, after or at same time with programming.
Programming: programmer implements the feature based on design
Configuration: feature is technically done but a designer needs to configure it
QA: feature is technically done but needs testing. May happen before or after configuration.
The weeks marked in the "Time in development" column show only the active development weeks during which the feature has been worked on and include all phases of development. The time is rounded up to weeks, so in other words, if one day has been spent on a feature during the week, it still counts. Therefore, please treat the week counter as a rough estimate only.

Completed
Feature Description State Time in development
Ship repair time adjustments Adjusting the time required for a ship to be fixed at the Ship Repair terminal. Missing ship parts increase the repair time, while having replacement parts in your storage cuts it shorter. ✔️ 2 weeks
Anti-gravity and Ship Designer areas to Moon City Adding anti-gravity areas to the ship despawn zones in Moon City, as well as Ship Designer zones and terminals to the workshops that can be found in the city. ✔️ 2 weeks
Improved looting animations A new 3 layer masked animation system, where both the hands and the body have their own masked animations, has been implemented, making looting from different directions look more natural. ✔️ 2 weeks
Updated hitbox system for player characters Projectiles, melee weapons and mining laser use an improved hitbox system when dealing damage to player characters. ✔️ 3 weeks
Station names on transponders The actual station names are now shown on station transponders, instead of player names. ✔️ 1 week
Fast deletion in (E)BM Holding down MB2 in (Easy) Build Mode activates a faster deletion of modules. ✔️ 3 weeks


New
Feature Description State Time in development
Station area validity Like Capital Ships, all types of stations will require a minimum material volume for each area for them to be valid. Only valid areas will count towards station class and form capture zones in sieges. Programming 2 weeks
New item categories and sorting There have been several changes to Starbase's categories. Two new categories, Machinery and devices and Parts and decorations, have been added, and Reloadable tools category has been removed. Additionally, the Ore category has been changed to Materials and the Parts category has been incorporated into Parts and decorations. Design 1 Week
Anti-gravity zones for player Moon Bases Adding anti-gravity areas to player Moon Bases. The anti-gravity area will be the same size and shape as the base's safe zone. Programming 1 week
Transponder signals for company ships When a ship is owned by a Company, the Company's name will show on the ship transponder. Programming 1 week
Increased crafting bench range The range of crafting benches in stations will cover entire build zones. Design 1 week
Moon base degradation The Moon Base will start to degrade and eventually get destroyed if it's no longer supported by its support legs. This can occur if the base suffers damage in a siege or if the support legs or modules are removed, leaving the base without proper support. Design 1 week


Moons
Feature Description State Time in development
Moon Base BM improvements Improving the Build Mode of moon bases further. For example support for both grid and snapping placement of objects, and polishing the support plinth building logic. Programming 3 weeks
Minable moon rocks Rocks found on the moon surface are also mineable by players. Programming 2 weeks
New mining materials for moons Moons in the universe will get unique ore distribution profiles and often their own unique raw materials. Often moons will also have their own unique raw materials. The moon belts and the moon ground may have different ores and they pose their own challenges when mining. Design & Configuration 30 weeks
Moon city apartment rental Allows renting units from the city towers. Art assets for the first set of modules are finished, and the next step is support for renting and creating apartments inside the towers. Design 17 weeks
New moon terrains and geometry New looks from new assets like rocks and from new textures for the moons. Currently working on planet landscape concepts and new rock assets. Art 16 weeks
Moon terrain generation & customization Development tools for creating different terrain types to enable a lot more variety to moon terrains. Programming 24 weeks


Capital Ships
Feature Description State Time in development
Capital Ship access page Access controls for choosing who can access Capital Ships and for example control and build on them. Programming 3 weeks
Capital Ship flyby audio Audio system for the sounds of Capital Ships fast traveling. Programming 5 weeks
Capital Ship Dock orientation visualization Capital Ship Docks gets an orientation indicator similar to Ship Designer to show where the center of the dock build area is and which direction is front and up. Programming & QA 6 weeks
Capital Ship expansion minimap A "minimap" in the UI for Capital Ships in the Build Mode to visualize available build area expansions for the player. Design 5 week
Capital Ship fast journey start Players can embark on a fast travel journey quicker, without charging, but this comes with the downside of a slower travel speed. Design 4 weeks


Siege
Feature Description State Time in development
Warzone interactions The warzone forming in the beginning of the siege causes the Safe Zones of both the attacker and the defender to get disabled. Restrictions are also placed on any civilian Capital Ships within or close to the warzone. Programming & QA 10 weeks
Capital Ship and station size classes Capital Ships can initiate siege only against stations of the same size class (or smaller). Programming 7 weeks
Siege timeslot mechanics Mechanics for initiating the siege by choosing a timeslot for the attack. The defending station is able to change their preferred timeslot for battles. Programming & QA 13 weeks
Capture gameplay Mechanics and visuals for the capture gameplay. When a siege begins, both the target station as well as the attacker's Capital Ship become capturable for the other side. Capturing proceeds one area at a time towards the center of the structure. Visuals and effects will indicate if an area is capturable and who is currently in control. Programming & QA 12 weeks
Teams and outsider players Currently, all players participating in a siege choose their side when approaching the siege location. In the final version, the participating companies will be automatically assigned their roles as the attacking and the defending side, and all outsider players can choose which side they'll be backing. Programming & QA 7 weeks
Siege win condition & aftermath To win the siege, one side needs to have control of all participating structures, meaning both the attacking Capital Ship as well as well as the targeted station. When the battle is over, Safe Zones will return after a short delay and the warzone with its limitations will disappear. Programming 8 weeks
Siege Terminal Similar screen view as Capital Ship Fast Travel Terminal, where a Capital Ship can initiate a siege battle. QA 10 weeks
Siege HUD During siege battles, the HUD will show e.g. the area capture progress, siege related timers and all siege participants. Programming 6 weeks


Spaceships
Feature Description State Time in development
Ownership and Salvage Deeds Selling spaceships in the Auction House or through personal trade by using no-cost items called Ownership Deed and Salvage Deed. The Ownership Deed can be used for selling despawned ships in storage, and the Salvage Deed for unstored ships anywhere in the universe. Programming 9 weeks
Hacked Deed Stealing spaceships with a new craftable item called a Hacked Deed, which allows temporarily claiming a spaceship outside of the Safe Zone as long as the owner isn't present. Design 4 weeks
Test Fly Deed A no-cost item that can be used to let other players test fly your ship in the test mode, for example when trading ships. Design 4 weeks
Blueprint chips Allows storing blueprints for trading or manufacturing. Chips can be either secure or non-secure. The secure chips can only be used for manufacturing, while content from the non-secure chips can be further edited in the Ship Designer. QA 9 weeks
Saving blueprints outside of Ship Designer Allows saving changes made to ship blueprints outside of the Ship Designer. Blueprints can be saved to three slots, and the updated blueprint can be used to repair the ship in the Repair Shop or with tools. Programming 21 weeks
Drive-in designer Ships with non-secure blueprints, or with blueprints owned by a player, can be flown back to a Ship Designer for updates, and the existing ship is used to cover some of the manufacturing costs. Programming 8 weeks
New binds menu for ship quick binds Replaces current pilot seat binds menu with a new, much more versatile system Design 13 weeks
Ships towing ships Allows towing other ships with a towing device. This makes it possible to carry discovered or broken down ships elsewhere for repairs, for example. Art & Programming 10 weeks
Casual Mode for Spaceship Designer An option to toggle between the current Advanced Mode and a new Casual Mode, which is similar to building with modules like in the Easy Build Mode. Design 2 week
Ship Designer Decal Tool improvements Several improvements to the Decal Tool in Ship Designer, for example support for seamless decals and more precise movement options. Programming 2 weeks


Stations and (Easy) Build Mode
Feature Description State Time in development
Stations Player-made stations, the first iteration. Programming 28 weeks
Build Mode HUD Ship and station Build Mode gets consistent HUD that has buttons for most of the operations as well as some controls tooltips. Programming 7 weeks
New modules for station, moon base and Capital Ship building Designers and artists create together new blocks, furniture and single items for stations, moon bases and Capital Ships. New station blocks will also include more decorative elements. Most furniture comes pre-assembled. Art & Configuration 23 weeks
Improved Factory Halls Building various factories inside stations, bases and Capital Ships by utilizing Factory halls and additional features. For example, with the upcoming blueprint projector and its additional tools, a ship building factory is possible. Most recently, support for pipes and cables inside Factory Halls has been added. Programming 32 weeks
Hangar Halls Hangar Halls can be used for ship spawning and despawning, as well as for ship repairing and the Ship Designer by adding different terminal modules. The hangar becomes occupied when a ship gets inside, stopping others from entering. Programming 8 weeks
Station blueprints In-game blueprints for stations and Capital Ships, so that they can be fixed in the game world for example after siege battles. Design 3 weeks
Station clusters Station cluster is a group of stations that form a special, larger area with a Safe Zone that can span several kilometers. Design 3 week
Object style selection While building, players can easily scroll through the different modules of the same type and the upcoming decoration styles for them without having to open the crafting menu or storage. Design 3 weeks


Devices, machines and tools
Feature Description State Time in development
Furnaces to create alloys Alloys are a combination of two or more materials. Alloys usually have better stats than single ore materials, and for example the Capital Ship frames and hulls are both built from alloys. In addition to the raw materials, furnaces require also a lot of energy and sometimes special conditions or a certain type atmosphere dust cloud. Programming & QA 22 weeks
Blueprint Projector Casts a blueprint for manufacturing, or just for fun, from a blueprint chip. For manufacturing purposes a number of other devices are needed as well, such as a 3D printer and an item spawner, and of course a ton of energy. Programming 13 weeks
Salvage tool Equippable tool that can turn any object into nuggets of ore, which can then be salvaged into crates. Art & Programming 2 weeks
Refueling tools V2 Tank refill tools that can be used to fill the Liquid Exorium Tank, Hydrogen Tank, or the Haderite Propellant Tank of a Capital Ship. Initial, single-use versions are already in the game, and the next step is making the tools refillable like other resource containers. Programming 5 weeks
Grid displays Bigger screens made possible with new grid displays, where the grid containing the characters can extend beyond the boundaries of the physical screen. Basic functionality is now finished, with new visuals and other polishing in the works. Some additional features are also in the plans. Programming 8 weeks
Updated heat mechanics Updated mechanics for various devices, ship weapons and thrusters generating heat and becoming overheated. Design & Configuration 9 weeks
Device overheat VFX Visual effects for different devices, such as generators, overheating. Art 2 weeks
Reconstruction Machine for stations A new station version of the Reconstruction Machine. To be able to use it for respawning, you need an Endo Kit, and the machine should be connected to a generator for electricity through a Supply Conduit network similar to Capital Ships. Programming 4 weeks


Combat
Feature Description State Time in development
Combat balance Started with damage reduction for the Tripod Autocannon and continues with new materials and weapon progress from the Tripod Autocannon onwards. The latest adjustment has been made to the Tripod Railgun to make it similar to other Tripod weapons. Programming 13 weeks
Armor balance Enhancing the attributes of some armor materials in relation to balancing out combat. Design & Configuration 6 weeks
Resurrection with endokits Allows players to resurrect others by using their endokits. Programming 2 weeks
Single part missiles and torpedoes New single-part missiles and torpedoes. Programming 7 weeks
Ball Turret The ball turret is a secured gunner position that can be used with gunships, stations, and Capital Ships. Art & Design 5 weeks


Other
Feature Description State Time in development
Cosmetics Allows painting of weapons and armor, and adds a lot of new armors. Enables cosmetics shop. Art 19 weeks
Decorative hologram projectors New kind of hologram projectors with various themes, for example plants, that can be used to decorate your stations and ships. Art 4 weeks
More tutorials New tutorials for new features. Currently working on, for example, a Moon Base Tutorial, Capital Ship Dock tutorial, and a guide to siege. Design 9 weeks
Inventory V2 Completely overhauled inventory system. Allows stacking items, accessing containers directly, improved sorting and searching functions, etc. Programming 46 weeks
Item crates Allows hauling items in crates. This is included in the new inventory system. Programming 48 weeks
Company and personal storage access Access controls for company and personal station inventory. Companies can give access rights based on ranks, and both companies and single players can set their preferred rules of access for any individuals or for example friends. Design 2 weeks
New Fast Travel VFX New visual effects for using the Fast Travel gates and for Capital Ship fast travel. Art 4 weeks
HUD menu buttons Buttons for different menus (such as the inventory, crafting, CV, etc.) are added to the HUD in an editable box similar to the quickbar. Programming 1 week
Priority snap points for single items Priority snap points for certain single items to improve their usability and make them snap in correct orientation regardless of player position, for example for YOLOL chips snapping into YOLOL racks. Programming 1 week
Interaction UI New UI elements to guide players when interacting with items in the game-world, such as the pilot chair. Design 1 week
New player CV A new logic and format for the player CV, which will include for example a new player rating system, player tags and medals. Design 3 weeks


Gallery

Sb_alloy_cubes_with_markings.jpg Starbase_furniture_corner_pieces_test.jpg Starbase_furniture_corner_pieces.jpg Starbase_furniture_generic_holoprojector_large_a.jpg Starbase_furniture_generic_holoprojector_palm_a.jpg Starbase_furniture_generic_holoprojector_palm_b.jpg

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Purchase Starbase Early Access now on Steam!
 

wyattmoon

Learned-to-sprint endo
Joined
Dec 7, 2021
Messages
23
#2
"The Moon Base will start to degrade and eventually get destroyed if it's no longer supported by its support legs. This can occur if the base suffers damage in a siege or if the support legs or modules are removed, leaving the base without proper support."


who on the dev team thought this was a good idea? its not.
 
Joined
Nov 15, 2021
Messages
7
#3
"The Moon Base will start to degrade and eventually get destroyed if it's no longer supported by its support legs. This can occur if the base suffers damage in a siege or if the support legs or modules are removed, leaving the base without proper support."


who on the dev team thought this was a good idea? its not.
this is a good idea, it means that for sieges, it will be necessary to protect the supports of the station so that it cannot be broken so easily.
and moreover, there are mechanics of supports, then this would naturally appear
 

neckster

Learned-to-sprint endo
Joined
Nov 18, 2020
Messages
23
#4
"The Moon Base will start to degrade and eventually get destroyed if it's no longer supported by its support legs. This can occur if the base suffers damage in a siege or if the support legs or modules are removed, leaving the base without proper support."


who on the dev team thought this was a good idea? its not.
I wouldn't worry about it too much. Could be months to years to see this in live. :)
 

Zarenno

Active endo
Joined
Jan 14, 2022
Messages
26
#5
I mean I get the focus on sieges because its a big feature, but logically, how would you defend against someone collecting a nav chip location near your station to setup a siege if they don't have their transponder on? Will you need constant patrols to boringly sweep every nook and cranny? We seriously need radiation tracking to make it more difficult for people to get nav chips, making it easier to stop a siege before it happens. I was dissatisfied with it not being mentioned in New.
 
Joined
Nov 1, 2021
Messages
16
#6
where the grid containing the characters can extend beyond the boundaries of the physical screen.
Interesting. Maybe useful for a HUD or putting text on top of other objects.

Also, can you give us any more information about when we might be able to test some of the QA stuff on the PTU? Even just giving us some non-working models of things like the Alloy Furnace or large Containers so that we can see how they look and start to see how we can put them on ships when they come out, would be great.
 

wyattmoon

Learned-to-sprint endo
Joined
Dec 7, 2021
Messages
23
#7
this is a good idea, it means that for sieges, it will be necessary to protect the supports of the station so that it cannot be broken so easily.
and moreover, there are mechanics of supports, then this would naturally appear
how is that good? its another layer onto the already complex siege system
 

Kenetor

Master endo
Joined
Aug 9, 2019
Messages
326
#8
"The Moon Base will start to degrade and eventually get destroyed if it's no longer supported by its support legs. This can occur if the base suffers damage in a siege or if the support legs or modules are removed, leaving the base without proper support."

who on the dev team thought this was a good idea? its not.
This is pretty standard in base building games, take valhiem for example, if the building is not supported, gravity pulls it apart, it makes sense and is hardly a problem and provides another target/consideration in PvP.
This is a good thing
 

Recatek

Meat Popsicle
Joined
Aug 9, 2019
Messages
286
#9
I mean I get the focus on sieges because its a big feature, but logically, how would you defend against someone collecting a nav chip location near your station to setup a siege if they don't have their transponder on?
You probably won't. That's why sieges are announced/scheduled.
 
Last edited:
Joined
Sep 1, 2021
Messages
6
#11
OMG, 21 weeks for "Saving blueprints outside of Ship Designer", and still in development ? Just what the hell are you doing ?? A rolls royce ?
 
Joined
Nov 1, 2021
Messages
16
#12
OMG, 21 weeks for "Saving blueprints outside of Ship Designer", and still in development ? Just what the hell are you doing ?? A rolls royce ?
There are some features I feel this way about, especially when the technology exists already. Like the binds menu that's been in development for 13 weeks. However, I do not think this is one of those cases. This is a completely new functionality that isn't currently in the game and likely requires a lot of new code and debugging.
 

wyattmoon

Learned-to-sprint endo
Joined
Dec 7, 2021
Messages
23
#13
This is pretty standard in base building games, take valhiem for example, if the building is not supported, gravity pulls it apart, it makes sense and is hardly a problem and provides another target/consideration in PvP.
This is a good thing
i disagree , this is not valheim and there is no gravitational and architectual forces at work for bases. This system really only is apparent on ships. Instead of following the seige gameplay it could just become a cheap way to cost your enemy massively by targeting the legs. And could cause bugs if it ends up you cant repair a certain leg for whatever reason.

its another meaningless point of failure in my opinion. Devs should focus on other things instead of this. Im not even a fan of the legs system which is needlessly complex and expensive unless devs DO want to go full valheim and make buildings on planets effected by gravity and can collapse (which would be cool but we are talking a year + of development of a system like that)
 

kiiyo

Veteran endo
Joined
Jul 11, 2020
Messages
136
#14
I interpreted the supports mechanic as a way to prevent "hehe let me build into the sky and then dink the link to the ground and now I have a weird impossibly-very-low-orbit-station-type-deal" scenario?
 

Kenetor

Master endo
Joined
Aug 9, 2019
Messages
326
#15
i disagree , this is not valheim and there is no gravitational and architectual forces at work for bases. This system really only is apparent on ships. Instead of following the seige gameplay it could just become a cheap way to cost your enemy massively by targeting the legs. And could cause bugs if it ends up you cant repair a certain leg for whatever reason.

its another meaningless point of failure in my opinion. Devs should focus on other things instead of this. Im not even a fan of the legs system which is needlessly complex and expensive unless devs DO want to go full valheim and make buildings on planets effected by gravity and can collapse (which would be cool but we are talking a year + of development of a system like that)
last time I checked all the moons had gravity...
 

Kenetor

Master endo
Joined
Aug 9, 2019
Messages
326
#17
moonbases wont apparently
yup and I called out this exact contradiction on my video, but given further thought since, the antigravity is for inside the safe zone, during a siege it has none, will this mean the antigravity area also goes? this could explain it too
 

Oobfiche

Well-known endo
Joined
Aug 10, 2019
Messages
66
#18
yup and I called out this exact contradiction on my video, but given further thought since, the antigravity is for inside the safe zone, during a siege it has none, will this mean the antigravity area also goes? this could explain it too
yeh im not entirely sure about it (also yey im back. lost my discord account though so this will be some time before i even get back on discord) i missed alota stuff but some of it is... interesting.
 
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