Roadmap
What I'm building, what's queued, and how the station got this far. It isn't open to the public yet, so there are no dates here, just direction.
Now
On the bench this minute.
- Polish
Fixing what a first-time visitor notices
I walked every area as a new player would and ranked what looks unfinished or wrong at a glance. I'm working down that list.
- Turbolifts
No more dark turbolift wells
The lift well in Ops still goes dark as the car drops, and there's a dark pit as a lift arrives. Both are getting lit.
- Ops
Shaped chairs on the Ops floor
The Ops floor chairs get the same real, shaped design as the rest of the station's furniture.
Next
Lined up behind it.
- Audio
Richer sound for every room
Several areas only have the station hum, and a couple use stand-in sounds. Each room should sound like itself.
- Audio
A proper "access denied" door sound
Locked doors should refuse you with the right chirp instead of reusing the open sound.
- Promenade
More Promenade signage
Quark's has its sign now. More shop signs, kiosk text and banners would make the Promenade read as a busy place.
Later
Ideas and open questions. No promises, no dates.
- Ideas
People on the Promenade
Crowds and crew, because a station with nobody on it is a museum. Not designed yet.
- Ideas
Tappable LCARS panels and transporter pads
Press a panel, step on a pad, or tell the turbolift where to go. Not designed yet.
- Ideas
The Defiant's interior, and the holosuites
Pencilled in for a later stage, after the station itself looks right.
- Ideas
Every deck walkable
Only the rooms seen on screen are built so far. Filling in the rest of the station with invented spaces is an idea, not a plan.
- Open question
How will it run on a phone?
It's built to scale down for phones, but how smooth it feels on real hardware is still an open question.
So far
27 milestones, newest first.
Bajor in the sky
Bajor now hangs outside the station, lit by the same sun, and the Defiant sits docked and lit at its real berth.
Read: Bajor in the WindowPromenade shop fronts
Quark's has a lit sign you can spot from across the Promenade, the Temple door has depth, and the plants and benches are real.
Read: Bajor in the WindowOps wardroom remodelled
Four oval windows moved to the right wall, a slimmer table with glowing panels, slatted light columns, a niche and a second door.
Sisko's office gets a desk
A curved desk with glowing inlays, a round display and a baseball on its stand. Out the window: a real pylon, lit by the sun.
Read: Sisko's Desk, and Where the Defiant Really ParksInfirmary rebuilt
A round room with a turned biobed and a glowing disc in the floor, a curved console bank, and a panelled ward behind it.
Security office furnished
Desk, visitor chair, display pillar and the details that make it look lived in.
Sun and pylons fitted to footage
The station's sun moved to where the footage says it is, and the pylons were reshaped to match.
Quark's gets its spiral stairs
Two spiral stairs on the ground floor, and the holosuite corridor rebuilt from the episodes.
Replimat rebuilt
New replicators, a rebuilt far end and an upper level, all checked against three episode views.
The shimmer hunt
Overlapping surfaces flickered as you moved. I tracked them down room by room and added a pass that merges them.
Station proportions corrected
The exterior's shape was re-measured and adjusted, and free-fly collision got a closer fit to the hull.
Smoother turbolift rides
I recorded rides and stepped through them frame by frame to find pops and jumps, then fixed them.
Matching the show's cameras
A tool works out where the camera stood in an episode still, so my renders can be compared with the footage from the same spot.
Phone-sized browser tests
Automated tests now load the game in an iPhone-sized browser, walk with touch controls, open a door and ride a lift.
Windows look outside
Interior windows show the real station exterior from the right place, not a flat starfield card.
Defiant arrives
The first Defiant model appears at the station.
The whole station, assembled
Core, habitat ring, docking ring, pylons and Ops dome, built at full scale.
Free-fly outside
Fly out from the station and around it, with collision so you can't clip through the hull, and fly back in.
Real stars outside
A sky built from a real star catalogue, with a faint nebula and a sun.
Lighting that glows
Light is calculated ahead of time and painted into the surfaces. Ops got it first, then the other rooms followed.
Airlock, cargo bay and quarters
The rest of the on-screen interiors get their first models.
Sound arrives
A hum for the station, ambient beds for rooms and sounds for the doors.
Turbolifts ride between decks
Pick a destination from an LCARS menu and ride there, with door timing and motion taken from the show.
Six rooms in a day
First models for Ops, the Promenade, Quark's, the Replimat, the Infirmary and Security. Quark's upper door unlocks.
Walking, and doors that open
First-person movement and doors that slide open as you approach.
Day one: a blank 3D canvas
The plan: a walkable Deep Space Nine at true scale, in the browser. The first thing on screen was an empty scene.