Starbase Progress Notes: Week 10 (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 10 of 2022!

This week's progress notes show all the major 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 10 (2022)
March 7 - March 11

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
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 the 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. ✔️ 2 weeks
Capturing station's Capital Ship If a station with an unfinished Capital Ship in its dock gets captured, the Capital Ship's ownership will be transferred to the captors. ✔️ 1 week
Saving Blueprints outside of Ship Designer and EBM Allows saving changes made to ship blueprints outside of the Ship Designer and the Easy Build Mode. Blueprints can be saved to three slots, and the updated blueprint can be used to repair the ship in the Repair terminal or with tools. ✔️ 22 weeks
Additional chatlog feedback when in Build Mode Players will now receive additional feedback messages in the chatlog when, for example, a Moon Base building piece is colliding with the Moon. ✔️ 1 week
Capital Ship and station size classes Capital Ships can initiate siege only against stations that are in the same size class or smaller than it is. The size class is determined by the amount of valid build areas. ✔️ 8 weeks
Teams and outsider players In this version of the feature, all players participating in a siege choose their side when approaching the siege location. In the final version, which will be added later, 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. ✔️ 8 weeks
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. ✔️ 3 weeks
Transponder signals for company ships When a ship is owned by a Company, the Company's name will be shown on the ship transponder to those that aren't in the said Company. On the other hand, members of the same Company are able to see each others' ship names on the ship transponder. ✔️ 3 weeks


New
Feature Description State Time in development
Improved carrying animations Various carrying animations will be modified and improved, making carrying look more natural. Art 2 weeks
Chosen object count UI When in build mode, an icon will appear above the default horizontal hotbar in the center of the screen, displaying the currently used object and the amount of it left in the storage. Programming 1 week
Increased range for copying objects in Build Mode Players will be able to copy and delete highlighted objects from the same range when in Build Mode. QA 2 weeks
"Reset pop-up hints" option A "reset pop-up hints" option will be added to the tutorial section in settings. QA 1 week
Claiming resigned stations If a player enters the area of a resigned station, they will get a pop-up notification that allows them to claim the station for themselves. Programming 2 weeks


Moons
Feature Description State Time in development
Moon Base BM improvements Improving the Build Mode of moon bases further. For example support for snapping placement of objects, and polishing the support plinth building logic. Programming 5 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 17 weeks
Moon terrain generation & customization Development tools for creating different terrain types to enable a lot more variety to moon terrains. Programming 25 weeks
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. Programming 2 weeks
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 3 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 11 weeks
Siege scheduling mechanics Mechanics for initiating the siege by choosing a timeslot for the attack in the siege terminal. The defending station is also able to set their preferred timeslots for battles. Programming & QA 15 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. The HUD and other visuals will indicate if an area is capturable and who is currently in control. Programming & QA 13 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 & QA 9 weeks
Siege Terminal Similar screen view as Capital Ship Fast Travel Terminal, where a Capital Ship can initiate a siege battle. Programming & QA 12 weeks
Siege HUD During siege battles, the HUD will show e.g. the area capture progress, siege related timers and all siege participants. Programming & QA 8 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 10 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. Programming 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
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
Towing beam Allows towing other ships with a towing device. This makes it possible to carry discovered or broken down ships elsewhere for repairs, for example. Towing is possible outside safe zones, and if the ship's owner allows it, also inside them. Programming 12 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. The casual mode will feature the option to use automated welding after snapping. Programming 3 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 29 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 8 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 25 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 34 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 10 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, large Safe Zone that can span several kilometers. Via clusters, it's possible to control bigger areas and for example set Safe Zone rules and taxes to mining and trading. 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 4 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 23 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
Recycler Tool Equippable tool (previously known as the Salvage Tool) that can turn any object into nuggets of ore, which can then be salvaged into crates. Makes it effortless to make the most of e.g. abandoned ships while exploring the universe. Programming 4 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 6 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 & QA 9 weeks
Updated heat mechanics Updated mechanics for various devices, ship weapons and thrusters generating heat and becoming overheated. Design & Configuration 11 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 5 weeks
Increased crafting bench range The range of crafting benches in stations will cover entire build zones. QA 2 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 14 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 8 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 20 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 10 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 50 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 2 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 5 weeks


Gallery

Sb_smart_casual_deco_paneling_a.jpg Sb_smart_casual_deco_paneling_b.jpg Sb_xhalium.jpg Starbase_furniture_structure_set_concept.jpg Sb_asteroid_detail1.jpg

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Purchase Starbase Early Access now on Steam!
 
Last edited:

Zarenno

Active endo
Joined
Jan 14, 2022
Messages
26
#2
Cant wait for the day that radiation tracking is mentioned, as it will be a core gameplay mechanic. Nothing else matters as much as it does in my opinion at this point.
 
Joined
Nov 15, 2021
Messages
7
#4
What happened to Hacked Dead? last week they showed that he had only the code left, and here they write again about the design stage. I do not understand
 

Kodey

Veteran endo
Joined
Jun 13, 2020
Messages
193
#6
Forgot all about these. Weren't these mentioned in CA?
Yup, they were originally predicted to be added Q2 this year by Lauri, If memory serves me right.

However they have seen no progress since their announcement, and we haven’t even heard of the plate variant of this would look like.

“We're also aware that many of you have used attachment plates for plate bolting as well, and we'll share more of our thoughts on those as well shortly.”

Shortly never came, at least on that post. Maybe there’s a post hidden somewhere? Though I doubt it, judging from the lack of initiative involving the weld cubes.
 

fr4me01

Active endo
Joined
May 16, 2021
Messages
31
#9
Roadmap?

Improving/Enabling connection quality with people using VPN or Hotspots? You are having massive problems with your backend systems and connection/verification quality right now with only 200 active people. I can't imagine how bad its going to get when your capital ship update drops. You guys need to get out ahead of this. Something to do with ipv4 addresses not being permanent or something. I can't remember exactly how it was explained to me in discord when I ran into the problem.

Now ships wont load(they LOD only) at all for me on the PTU and my corp mates couldn't see each other at all trying to dogfight. No LOD no nothing. They said the loading problems were the same I was experiencing months ago with this connection crap.

Alarm bells should be ringing. If you guys can't work around this your whole project is DOA. If you release your next big patch that will "bring all the players back" you will experience another launch day apocalypse and this time you won't be able to come back from the bad first impressions.

Fixing transponders so they actually work? Currently fall into 3 categories:
#1 don't show up at all
#2 show up 256km (max is 500.. which doesn't work correctly)
#3 works correctly and shows at correct distances.

One would think you'd need a solid feature foundation that actually works to expand upon.. instead of adding new transponders off this function that clearly doesn't work correctly.

Clarification on the transition from the current FBE blueprints we have now and the new Deed system would be helpful to the entire remaining playerbase as well. Lauri said this: https://www.reddit.com/r/starbase/comments/q3z7ro/_/hfvn8mz
"The good news is that currently planned blueprint protection mechanics will retroactively allow protection to the existing blueprints and can be used to sort out illegal copies of blueprints and ships. We won't destroy property, but most likely will force the existing blueprints to recognize the copyrights of the creator (thus creator will be able to decide upon illegal copies). "

So after billions of credits have been spent since EA launch day 1, your mega plan is to void all of those, that entire economy.. arguably the only economy that has mattered since launch.. and to possibly invalidate custom work people have spent countless hours on to ships they purchased the rights to.

Those protections need to be proactive.. Else you are changing the terms of everything we've done since launch.
 
Last edited:
Joined
Nov 22, 2020
Messages
7
#10
Roadmap?

Improving/Enabling connection quality with people using VPN or Hotspots? You are having massive problems with your backend systems and connection/verification quality right now with only 200 active people. I can't imagine how bad its going to get when your capital ship update drops. You guys need to get out ahead of this. Something to do with ipv4 addresses not being permanent or something. I can't remember exactly how it was explained to me in discord when I ran into the problem.

Now ships wont load(they LOD only) at all for me on the PTU and my corp mates couldn't see each other at all trying to dogfight. No LOD no nothing. They said the loading problems were the same I was experiencing months ago with this connection crap.

Alarm bells should be ringing. If you guys can't work around this your whole project is DOA. If you release your next big patch that will "bring all the players back" you will experience another launch day apocalypse and this time you won't be able to come back from the bad first impressions.

Fixing transponders so they actually work? Currently fall into 3 categories:
#1 don't show up at all
#2 show up 256km (max is 500.. which doesn't work correctly)
#3 works correctly and shows at correct distances.

One would think you'd need a solid feature foundation that actually works to expand upon.. instead of adding new transponders off this function that clearly doesn't work correctly.

Clarification on the transition from the current FBE blueprints we have now and the new Deed system would be helpful to the entire remaining playerbase as well. Lauri said this: https://www.reddit.com/r/starbase/comments/q3z7ro/_/hfvn8mz
"The good news is that currently planned blueprint protection mechanics will retroactively allow protection to the existing blueprints and can be used to sort out illegal copies of blueprints and ships. We won't destroy property, but most likely will force the existing blueprints to recognize the copyrights of the creator (thus creator will be able to decide upon illegal copies). "

So after billions of credits have been spent since EA launch day 1, your mega plan is to void all of those, that entire economy.. arguably the only economy that has mattered since launch.. and to possibly invalidate custom work people have spent countless hours on to ships they purchased the rights to.

Those protections need to be proactive.. Else you are changing the terms of everything we've done since launch.
-----

im sorry to say that out loud.. this is a alpha version of the game. no feature is ready. even if we all want to have a more playable version, what do u think they can do? work more than 9 to 5? magic? stop everything and work on the 3 points you mentioned and ignore the 10k other problems and 1 million other features?
pls dont feeld offended. i just dont understand what u expect.
 
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