DS9 Devlog

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.

Next

Lined up behind it.

Later

Ideas and open questions. No promises, no dates.

So far

27 milestones, newest first.

  1. 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 Window
  2. Promenade 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 Window
  3. Ops 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.

  4. 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 Parks
  5. The devlog begins

    First post, written from the Promenade.

    Read: Hello from the Promenade
  6. Infirmary 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.

  7. Security office furnished

    Desk, visitor chair, display pillar and the details that make it look lived in.

  8. 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.

  9. Quark's gets its spiral stairs

    Two spiral stairs on the ground floor, and the holosuite corridor rebuilt from the episodes.

  10. Replimat rebuilt

    New replicators, a rebuilt far end and an upper level, all checked against three episode views.

  11. The shimmer hunt

    Overlapping surfaces flickered as you moved. I tracked them down room by room and added a pass that merges them.

  12. Station proportions corrected

    The exterior's shape was re-measured and adjusted, and free-fly collision got a closer fit to the hull.

  13. Smoother turbolift rides

    I recorded rides and stepped through them frame by frame to find pops and jumps, then fixed them.

  14. 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.

  15. 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.

  16. Windows look outside

    Interior windows show the real station exterior from the right place, not a flat starfield card.

  17. Defiant arrives

    The first Defiant model appears at the station.

  18. The whole station, assembled

    Core, habitat ring, docking ring, pylons and Ops dome, built at full scale.

  19. 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.

  20. Real stars outside

    A sky built from a real star catalogue, with a faint nebula and a sun.

  21. Lighting that glows

    Light is calculated ahead of time and painted into the surfaces. Ops got it first, then the other rooms followed.

  22. Airlock, cargo bay and quarters

    The rest of the on-screen interiors get their first models.

  23. Sound arrives

    A hum for the station, ambient beds for rooms and sounds for the doors.

  24. Turbolifts ride between decks

    Pick a destination from an LCARS menu and ride there, with door timing and motion taken from the show.

  25. Six rooms in a day

    First models for Ops, the Promenade, Quark's, the Replimat, the Infirmary and Security. Quark's upper door unlocks.

  26. Walking, and doors that open

    First-person movement and doors that slide open as you approach.

  27. 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.