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The Roadmap

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

  1. T-Rex

    T-Rex Hard-To-Destroy Reptile

    For those people who's having trouble in the Roadmap and I will update this thread until everything is 100%​
    WILL BE UPDATED MONTHLY
    LAST UPDATED : JUNE 4, 2013
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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.
    20%>30%
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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.
    80%>90%
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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.
    80%>90%
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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
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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.
    40%>50%
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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.
    20%>30%
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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.
    20%>30%
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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.
    80%>90%
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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.
    20%>90%
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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.
    70%>90%
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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.
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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.
    70%>90%
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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.
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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.
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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.
    70%>80%
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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.
    70%>80%
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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.
    70%>90%
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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.
    20%>40%
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    The game can produce a huge range of quadruped npcs, with unique behaviours, stats, size and art.
    70%>80%
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    The game can produce a huge range of biped npcs, with unique behaviours, stats, size and art.
    70%>80%
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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.
    50%>70%
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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.
    50%>70%
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    Humanoid npcs include villagers and dungeon guardians. The ground work has been laid to get these into the game dynamically.
    20%>30%
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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.
    50%>70%
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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.
    60%>70%
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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.
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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.
    Newly Added
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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.
    80%>90%
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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.
    80%>90%
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    NOMNOMNOMNOMNOMNOMNOMNOMNOM
     
  2. Mukin

    Mukin Scruffy Nerf-Herder

    nice job
     
    Ricky150 and T-Rex like this.
  3. Demitr1

    Demitr1 Subatomic Cosmonaut

    dylstew and T-Rex like this.
  4. Nice Post, thanks ;)
     
    trex341 likes this.
  5. Axerron

    Axerron Subatomic Cosmonaut

    Amazing post. Kudos to you! :up:
     
    trex341 likes this.
  6. MachoBandit

    MachoBandit Pangalactic Porcupine

    You're the first one who made a decent post concerning the Roadmap. I grant you a level up.
     
    Nikki, NabuK and T-Rex like this.
  7. Remalis

    Remalis Aquatic Astronaut

    Nice job, but you're assuming that they'll ever actually update the Roadmap :p
     
  8. Cabb

    Cabb Phantasmal Quasar

    Thanks for this!
     
    trex341 likes this.
  9. Breakout

    Breakout Big Damn Hero

    Tiy tweeted Wednesday that he was back from Ireland and would be updating the roadmap soon.
     
    Axe Garian, Weaxer and T-Rex like this.
  10. Casca

    Casca Scruffy Nerf-Herder

    He said something to the same effect in irc last night
     
    Axe Garian and T-Rex like this.
  11. Schkapman

    Schkapman Master Chief

    I think the roadmap is a great idea. I use it to convert friends to the church of Starbound. Wat would be nice is if they could add a "total progress" bar, for those of us who do not take screenshots of the roadmap to estimate progress :p
     
    Axelth, NabuK and T-Rex like this.
  12. JustJoeNoBody

    JustJoeNoBody Phantasmal Quasar

    Looks about 70% complete in total, but my feelings are that this is an optimistic calculation.
     
    Axelth, JoeXz and T-Rex like this.
  13. RedScarWolf

    RedScarWolf Spaceman Spiff

    Huzzah, it worked! I'm glad this got stickied, this will be extremely useful for the newer users.
     
    trex341 likes this.
  14. Optimistic is a good word. As they stated a lot of times some 10% can means more than others at 100%, and also, some things also take a different amount of time to complete.
    That's why try to predict it, it's impossible!
     
    Dr scoobie and T-Rex like this.
  15. xshadows69

    xshadows69 Orbital Explorer

    Looking good guys!
     
    Bugy and T-Rex like this.
  16. NickName

    NickName Cosmic Narwhal

    But sadly thats only the way math is working.
     
    trex341 likes this.
  17. Shadow Stealer

    Shadow Stealer Orbital Explorer

    Thanks for posting, really good to have this in one place where it is easy to read :)
     
    trex341 likes this.
  18. Passarbye

    Passarbye Phantasmal Quasar

    Very nice post, great job! ;)
     
    trex341 likes this.
  19. DakoShark

    DakoShark Pangalactic Porcupine

    So from what I see, 80% means that it's implemented but they need to add some stuff or tweak, and 90% means it's done, but there's some bugs that needs to be squashed.
     
    Axelth, NabuK and T-Rex like this.
  20. lalala

    lalala Aquatic Astronaut

    yay keep up good work!!:iswydt: and i dying to watch starbound promo vedio!
     
    trex341 likes this.

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