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The Roadmap

Discussion in 'Starbound Discussion' started by T-Rex, Apr 26, 2013.

  1. Earl Asplund

    Earl Asplund The Number of the Minibeast

    If the OP is up for it this might make the front page easier to search through for specifics.....



    [​IMG] 1/2 Ready!


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    Dungeon generation is complete, though occasionally we do need to add additional features when a new dungeon demands something of the engine it can’t currently do. We have a large number of dungeons and villages in the game, the layout for each is procedurally generated each time. Each race has at least two dungeons and 1 village, often more. Of these the majority are in the game, with others already designed and graphically complete, awaiting layouts.

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    Players will be unable to break dungeon objects/blocks until they destroy an item that protects the dungeon. This item needs to be implemented.


    [​IMG] Beta Ready!


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    The full set of player movements is complete, this includes walking, running, crouching and swimming. The keyboard and mouse is the default method of control and currently the only one implemented. Though gamepad support is a possibility in the future. Items and tech that alters player physics and movement is an ongoing task.

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    Status effects include poison, burning, slow and more. The basic framework for status effects is present, some work needs to be completed on their visual representation. e.g the player/npcs giving off flames whilst burning.

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    Items and tools include anything a player can wield. A full and extensible item system is ready for use, and most common tools have been created. There’s still some work to do on specific items and item types however.

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    Character creation is complete, though we may add additional options in the future. You can test out a web based version of the character creator on www.playstarbound.com


    [​IMG] 0/4 Ready!

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    Allows party formation, party chat, invitations to other players ships, PVP, mission instances and more.
    Some of the base work on 'teams' is done, including teams for NPCs, allowing for NPCs to fight amongst themselves.
    However most of the work here is interface work that has yet to begin.

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    Needed for effective moderating, for parties, for anti-tampering with secure servers.

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    Needed for rate limiting, for ultra fast movement detection and auto moderation, for cooldown violation, for hitbox tampering and other client side hacks. Need to move some things to server for security’s sake.

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    Everything an IRC server has. Multiple channels, muting, banning, group chatting, broadcast messages, identification and authentication by password and/or by user key, forced nick changing, klining, banning by IP or client fingerprint. User whitelists. User permissions in the form of Access Control Lists or IRC Flags.


    [​IMG] 8/11 Ready!


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    The crafting interface is functional and powerful, however work needs to be done on the information it displays to show you the stats of the item you’re crafting. The cooking window is complete.

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    Health, hunger and temperature bars are complete including unique behaviours from each depending on the players situation.

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    The inventory window is complete minus a couple of bugs that need to be smoothed out.

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    The party window has been designed and the graphics are available, awaiting implementation.

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    The tech window has been designed and the graphics are available, awaiting implementation.

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    The chat window is in and functional, additional functionality for whispering/world/universe chat need to be added as tabs to this interface.

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    Travel destinations are selected via a Starmap, which is largely complete. There is room however to add some transition animations and some UI sounds. The fuel UI is complete, some items need their fuel values reconfigured.

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    Tooltips appear on every item, giving you a description or stats. This is mostly complete, though a few items need special stats to appear in these tooltips.

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    Investigation is complete (minus one bug fix).

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    The log UI has been designed and is awaiting implementation. A large number of documents, lore books, letters, etc have been produced to fill the log book.

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    The hotbar is complete, though discussion on a slot dedicated to weaponry is taking place.


    [​IMG] Almost Ready!


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    Based on the distance to a star and what type of star it is, and the size of the planet, certain biomes are selected. Appropriate terrain for the biome is selected from a pool.

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    Generators are completed for hills, flats, mountains, canyons, chasms, islands and more. However at present each planet only makes use of one generator based on it’s selected biome. We would like multiple terrain generators to make up the planets surface. Cave gen is largely complete, some code is needed to ensure caves are present in rare underground biomes.

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    Liquid placement is complete, with lakes, small pockets of water and entire oceans appearing. However there are still bugs with the implementation linked to dungeon generation interacting with it.

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    Generates a very large, explorable dungeon. Complete and fully configurable. Currently, generates exactly 1 randomly chosen dungeon per world, need to tweaks when and where to generate dungeons, because it is currently too predictable. Also need to force dungeon materials to be very difficult to remove compared to regular blocks.

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    These are small block/object patterns that are used to add predefined features to the terrain. For example a fallen log creating a bridge across a lake could be produced this way and the engine would find suitable places along the terrain to have it appear.

    This feature is code complete and lots of these templates already exist but we would like to add more, along with some biome specific templates come release.

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    The engine is capable of spawning any defined object or plant in a defined distribution around a biome. This is more or less code complete, though more objects need to be configured to appear. A small task.

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    Crops, grass and trees all need to grow over time. Crop growth is complete, but grass spreading needs work and tree growth need to share the same code. Crops currently appear in biomes but do not spawn fully grown as they should.

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    Parrallax and colour shifting is complete, a couple of parallax bugs require a fix but the parallax system is robust enough to create almost any kind of backdrop.

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    Largely complete, biomes have their own temperature ranges and sets of weather patterns. Rain, snow, wind, thunderstorms, sunshine and more already exist in the game and the player temperature mechanic is complete, though the stats may need tweaking to provide the correct level of challenge. Day/Night cycles are complete and their length based on the planets position around it’s sun. As well as light they also have an effect on temperature and mob spawns.


    [​IMG] Beta Ready!


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    Collision is complete and has been tested as working as expected up to ridiculous speeds. Some minor bugs with lip jumping that need to be sorted out.

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    Protocol is functional, but in constant flux as we add/remove/change various features. Protocol is not yet versioned, so using old versions of the client can cause errors.

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    Entities are tracked irrespective of their type. Their interface is unified to accept basic management commands. Moreover, they can also be queried by type. This simplifies code maintenance.

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    Differences between base generated state and current state are stored in a custom coded B-Tree based database and serializes to a file.


    [​IMG] 4/8 Ready!


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    Melee weapons are fully generated, stats such as swing speed, damage per hit, range, class and more are configured dynamically. Each melee weapon is given a generated graphic and name. We would like the way the weapon is used to differ per class a bit more and are currently adding additional mods, such as flaming weapons.

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    Gun weapons are fully generated, stats such as shot speed, shot damage, energy consumption, level, and more are configured dynamically. Each gun is given a generated graphic and name. A good first set of projectile mods has been produced allowing the different classes of guns to shoot many different things.

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    A large number of projectiles have been produced and plugged into gun generation. Explosive weapons need to carry over their damage to their explosion and adding some additional options to projectile configuration will allow for an even wider array of projectiles to be produced.

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    Block code is very much complete, blocks have a wide variety of settings, this includes their health, their physics, transparency, value and so on.

    There is little to no code required to finish up blocks, only a few more materials need to be added, this will continue to be expanded post release.

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    Object code is very much complete, objects have a large number of settings that allow us to create almost any object in minutes. Though some objects with special uses do need lua scripts written for them.

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    Consumable code is complete and a large number of consumables exist already, this includes items the player can eat, drink or otherwise use a single time. Additional consumable effects need to be added, buffs/debuffs and so on.

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    Armor code is largely complete, a large number of armors have been designed. Many of them are already in the game, others are being added slowly as we work on larger tasks.

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    Vehicles items will beam down a vehicle from the players ship that alters the players physics and movement. Mechs and hoverbikes have already been designed and animated. Implementation on those has not yet started however.


    [​IMG] 0/8 Ready!


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    The game can produce a huge range of quadruped npcs, with unique behaviours, stats, size and art.

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    The game can produce a huge range of biped npcs, with unique behaviours, stats, size and art.

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    The generator for fish NPCs and all of its art has been configured but fish do not yet appear in game.

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    The generator for flying NPCs and all of its art has been configured but they do not yet appear in game.

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    Humanoid npcs include villagers and dungeon guardians. The ground work has been laid to get these into the game dynamically.

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    A number of pregenerated NPCs appear in the game and we’d like to add a handful of unique npcs per dungeon/village.

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    A number of NPC behaviour scripts are complete and more are being added, these can be applied to all NPCs and are performed differently based on the NPCs stats.

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    Ranged enemies can be set to shoot any projectile, or for that projectile to be chosen dynamically. A number of enemy projectiles already exist. More are being added.


    [​IMG] 0/2 Ready!


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    NPC interaction is largely limited to combat at present. Quest generation is one of our next big goals with development. The quest and shop UI has been designed and is ready to be placed in the game. Friendly NPCs will protect their property and will speak differently to players of different races.

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    The quest management UI has been designed and mocked up, ready to be implemented.


    [​IMG] 4/6 Ready!


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    The Universe is divided into sectors, each sector contains a huge number of solar systems. Sector generation, solar system generation, planet generation and orbiter generation systems are complete. We may add more features to this, however, as well as the ability to insert hard-coded systems and special areas as we progress.

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    A large number of biomes are present and content complete. There is always room to add additional trees, bushes, plants, and completely new biomes. We’ll be constantly adding these post release.

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    We have a number of mini biomes per larger biome, these biomes need to be given unique drops and more of a purpose. Though they do currently provide a nice level of variety.

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    The world generation code is capable of choosing biomes, terrain shapes, temperature, liquids, weather, ore distribution, underground layers, cave structure and more. However these elements need to be tied to the planet’s level to create an overall difficulty.

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    Planet art is generated to appear beneath the players ship when the player is in orbit. The planet art matches the biome present on the planet as well as the planet’s dominant liquid. The travel animation from planet to planet / solar system to solar system needs to be smoother.

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    World storage is largely complete, though may require additional work when new features are added. World bookmarking isn’t in yet and will become part of the Starmap.


    [​IMG] Very Beta Ready!
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    NOMNOMNOMNOMNOMNOMNOMNOMNOM


    (Maybe toss in a little message at the top of each spoiler saying 'Updated: MM/DD'...?)
     
    XRiZUX, Eight, x6snake6x and 12 others like this.
  2. Amarth

    Amarth Industrial Terraformer

    Nice one. This is great for quick reference .
     
  3. Voltian

    Voltian Void-Bound Voyager

    PROOF that Roadmap will not need to be 100% for beta release.
    Items -> Blocks 90% - > There is little to no code required to finish up blocks, only a few more materials need to be added, this will continue to be expanded post release.
    And blocks is displayed as 90%

    I don't command, I conquer. If you get in my way, you will be met with hostility, aggression, violence, and maybe a side of fries.
     
  4. Edanthedwarf

    Edanthedwarf Aquatic Astronaut

    Looks nice. Will keep an eye on this. For help spotting changes.
     
  5. Landlaw

    Landlaw Scruffy Nerf-Herder

    I just want a pet system. But i cant see this on roadmap
     
  6. Earl Asplund

    Earl Asplund The Number of the Minibeast

    You know there's a Capturing and Taming aspect to the game, right?
     
    Landlaw likes this.
  7. Landlaw

    Landlaw Scruffy Nerf-Herder

    yes, I know. But I remember a topic that spoke of several features within the game. One was the addition of the ability to capture creatures, we could train new skills. But I think this topic was deleted. And the roadmap does not talk about pet system.
     
  8. zhaba

    zhaba Tentacle Wrangler

    It's great to have this. Thanks!
     
  9. Dedi

    Dedi Orbital Explorer

    That´s a very helpful thread! Thanks for that trex! Keep up the great work! :)
     
  10. AzViz

    AzViz Subatomic Cosmonaut

    It's an easter egg!



    It's actually quite neat!
     
    IchiroXx and StarMetal25 like this.
  11. supershadowdan

    supershadowdan Big Damn Hero

    This'll be very useful. NEW THING TO CHECK EVERY DAY.
     
  12. JoeXz

    JoeXz Master Chief

    Really nice work :D
     
  13. Darklordcecil

    Darklordcecil Space Spelunker

    love this post thank you for this!
     
  14. Pixeludicrous

    Pixeludicrous Subatomic Cosmonaut

    Thank you for posting this! I really appreciate it! I prefer lists... ;)
     
  15. MaceToTheEyes

    MaceToTheEyes Astral Cartographer

    Thanks for posting this!:)
     
  16. MikersSU

    MikersSU Space Spelunker

    Thank you for the info and updates! I can't wait!
     
  17. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    I was reading the roadmap just before. It's strangely relaxing to see where they're up to with the different mechanics and elements of the game.
     
  18. bobalobabingbong

    bobalobabingbong Scruffy Nerf-Herder

    Very cool. Keep it up!
     
  19. StarMetal25

    StarMetal25 Phantasmal Quasar

    Dafuq did I just watch? :lolwut:
     
    IchiroXx, MasterWii and T-Rex like this.
  20. Shizou

    Shizou Master Chief

    Its good to see that the cake eating is coming along well
     
    Deimos56 and LimeTwist like this.

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