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| ==Dev Stream History List==
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| | | '''Build Compatibility:''' This tutorial was last verified for '''Build {{{1|UNKNOWN}}}'''. <span style="font-size: 0.85em; margin-left: 10px;">If you notice discrepancies in a newer version, please update the guide or flag it for review.</span> |
| {| class="wikitable" style="text-align: center; width:100%; margin: 1em left;"
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| ! Date !! Video Link !! Video Length !! Description of Work
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| ! style="width:7%" | 2023-09-10 !! style="width:27%" | [https://www.youtube.com/watch?v=DF-jJp7TQa4](https://www.youtube.com/watch?v=DF-jJp7TQa4) !! style="width:15%" | 3 hours, 16 minutes, 42 seconds !!
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| <div class="mw-collapsible mw-collapsed">
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| Starship Simulator Dev Stream
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| <div class="mw-collapsible-content">
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| | colspan="3" | '''Summary''' <br> This early dev stream focused on the technical foundations of the reactor systems and the cold start tutorial. Dan worked on the cabling logic, voltage distribution, and cryogenics/coolant flow required to bring the ship online from a "cold and dark" state. The stream also included a deep dive into the development roadmap, detailing plans for procedural alien life, realistic ship construction blocks, and future DLC single-player campaigns.
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| ! '''Highlight''' !! '''timestamps'''
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| | Introduction to the cold start reactor tutorial logic || [https://www.youtube.com/watch?v=DF-jJp7TQa4&t=423s 00:07:03]
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| | Demonstrating cryo room valve mechanics and helium flow || [https://www.youtube.com/watch?v=DF-jJp7TQa4&t=1012s 00:16:52]
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| | Explaining realistic ship construction using "blocks" || [https://www.youtube.com/watch?v=DF-jJp7TQa4&t=1657s 00:27:37]
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| | Discussion on the linguistics lab and alien language translation || [https://www.youtube.com/watch?v=DF-jJp7TQa4&t=2394s 00:39:54]
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| | Visual breakdown of the gas giant refueling mechanics || [https://www.youtube.com/watch?v=DF-jJp7TQa4&t=3551s 00:59:11]
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| | Implementing custom light source culling for optimization || [https://www.youtube.com/watch?v=DF-jJp7TQa4&t=5441s 01:30:41]
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| |}
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| </div> | | </div> |
| </div>
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| ! 2026-03-04 !! [https://www.youtube.com/watch?v=--JI7FVG508](https://www.youtube.com/watch?v=--JI7FVG508) !! 3 hours, 52 minutes, 27 seconds !!
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| Starship Simulator - Random Wednesday! - More Radial Menu & NPC Task Stuff
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| <div class="mw-collapsible-content">
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| | colspan="3" | '''Summary''' <br> Dan refined the radial menu to be more context-aware, reducing unnecessary clicks by making options relevant to the object currently being viewed. A major addition was the "Command Target" system for the hollow display, allowing the captain to designate objects of interest that the sensors and helm can then automatically target. The stream also covered technical fixes for NPC summoning and staggered event sequencing to ensure autopilot and FTL engage smoothly.
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| ! '''Highlight''' !! '''timestamps'''
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| | Overview of context-aware radial menu improvements || [https://www.youtube.com/watch?v=--JI7FVG508&t=658s 00:10:58]
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| | Demonstration of the new Command Target system || [https://www.youtube.com/watch?v=--JI7FVG508&t=889s 00:14:49]
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| | Staggering NPC event sequences (Autopilot then FTL) || [https://www.youtube.com/watch?v=--JI7FVG508&t=1927s 00:32:07]
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| | Debugging hollow display command target persistence during zoom || [https://www.youtube.com/watch?v=--JI7FVG508&t=6124s 01:42:04]
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| | Implementing the "Focus on Target" sensor mode from radial menu || [https://www.youtube.com/watch?v=--JI7FVG508&t=8322s 02:18:42]
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| | Refactoring surface map toggles and map layer sub-menus || [https://www.youtube.com/watch?v=--JI7FVG508&t=10487s 02:54:47]
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| |}
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| </div>
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| </div>
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| ! 2026-03-06 !! [https://www.youtube.com/watch?v=0uJrc12SiWo](https://www.youtube.com/watch?v=0uJrc12SiWo) !! 3 hours, 58 minutes, 26 seconds !!
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| Starship Simulator - Random Friday! - Making shipwide orders more persistent
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| <div class="mw-collapsible-content">
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| {|
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| | colspan="3" | '''Summary''' <br> This session focused on integrating the radial menu orders into the global Task Manager system. Dan worked on making NPC orders persistent, ensuring that if a player manually interrupts a console, the NPC will attempt to recover and complete their assigned task. Key updates included implementing the "Belay" (hold/pause) command, setting up departmental task boards for the bridge, and a long discussion regarding sci-fi influences (Star Trek vs. Babylon 5) and the future transition to Metahuman characters.
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| ----
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| ! '''Highlight''' !! '''timestamps'''
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| | Testing radial menu usage while seated in the captain's chair || [https://www.youtube.com/watch?v=0uJrc12SiWo&t=422s 00:07:02]
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| | Injecting shipwide orders into the Task Manager board || [https://www.youtube.com/watch?v=0uJrc12SiWo&t=707s 00:11:47]
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| | Handling FTL field collision theory and game over states || [https://www.youtube.com/watch?v=0uJrc12SiWo&t=1103s 00:18:23]
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| | Implementing the "Belay/Hold" order logic || [https://www.youtube.com/watch?v=0uJrc12SiWo&t=7190s 01:59:50]
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| | Comparison of strings vs enums for task code management || [https://www.youtube.com/watch?v=0uJrc12SiWo&t=11437s 03:10:37]
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| | Breaking down the "Adama Maneuver" and sci-fi storytelling || [https://www.youtube.com/watch?v=0uJrc12SiWo&t=13547s 03:45:47]
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| |}
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| </div>
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| </div>
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| ! 2026-03-08 !! [https://www.youtube.com/watch?v=nrqebtxpfJc](https://www.youtube.com/watch?v=nrqebtxpfJc) !! 3 hours, 59 minutes, 58 seconds
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| ! <div class="mw-collapsible mw-collapsed">
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| Starship Simulator - Random Sunday! - More work on shipwide orders
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| <div class="mw-collapsible-content">
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| {|
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| | colspan="3" | '''Summary''' <br> In this stream, Dan focused on creating a robust "State Engine" for NPC tasks. This involves a flowchart-style logic system that allows NPCs to track their current orders (such as navigating to a star system) and resume them even if a player interferes with their console. He simplified the data structures for shipwide orders, moving away from nested structs to more efficient vectors and floats. The session also covered updating the bridge UI to reflect task states (Pending vs. Assigned) and fixing coordinate/radius issues for the autopilot.
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| ----
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| ! '''Highlight''' !! '''timestamps'''
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| | Introduction to the State Engine logic and flowchart approach || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=230s 00:03:50]
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| | Transition to a monolithic enum for bridge stations || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=345s 00:05:45]
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| | Logic for comparing Galactic vs. Local coordinates for targeting || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=1401s 00:23:21]
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| | Updating the Bridge UI to show task states (Pending/Assigned) || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=2692s 00:44:52]
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| | Testing NPC robustness: NPC reenabling autopilot after player interference || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=10396s 02:53:16]
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| | Fixing the Star Radius multiplier for accurate FTL arrival || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=12177s 03:22:57]
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| | Final overview of the universal Task Manager system for all departments || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=14253s 03:57:33]
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| |}
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| </div>
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| </div>
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| |}
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Build Compatibility: This tutorial was last verified for Build UNKNOWN. If you notice discrepancies in a newer version, please update the guide or flag it for review.