System Analytics
28 / 54 Tasks Completed
Department Breakdown
Status Legend
- Finished
- Polishing
- In Progress
- Planned
- Canceled
Release View
Closed Alpha Build v.0.0.1

Game Launcher
Dedicated client application handling automatic game updates (patching).

Linux Based Dedicated Game Servers
Configuration and deployment of headless Unreal Engine 5 server binaries optimized for Linux architecture. Ensures stability and low-overhead performance for hosting persistent game worlds on remote hardware.

Master Backend API
Implementation of the central RESTful API gateway. Acts as the authoritative bridge between the UE5 client and the database, validating all critical game logic, transactions, and authentication requests.

MongoDB Database Setup
Deployment of the NoSQL database infrastructure. Establishes the document schema for player accounts, inventories, and ship states, enabling rapid JSON-based data storage and retrieval via the backend.

Node.js Chat Server
Deployment of a standalone Node.js environment handling WebSocket traffic. Supports scalable message routing for global, faction, and private channels independently of the main game simulation loop.

Process Watchdog
Automated health-check script designed to monitor server instance heartbeats. Detects crashes or hangs and executes immediate auto-restart protocols to maintain service availability without manual intervention.

Server Instance Manager
Development of the management layer for dedicated server processes. Monitors active game worlds and routes incoming player connections to the correct destination instance based on their selected location.

Account Authentication
Secure login system verifying client version and connecting players to the master server infrastructure.

Account Registration System
Secure entry point for new pilot accounts. Manages credential hashing and initializes the Database document structure for new players, including starting credits and default values.

Inventory Synchronization
Server-side protocol handling the movement of items between different storage containers (e.g., Ship Cargo to Station Hangar). Ensures atomic transactions via Node.js to prevent item duplication or loss during transfers.

Item Pickup System
Backend authority for world-interaction events. Verifies player proximity to floating loot and executes the ownership transfer from the game world entity to the player's persistent database inventory.

Jump Gate Travel
Infrastructure for cross-map travel. Triggers a server hand-off when a player enters a Jump Gate, transferring the client connection, player data, and ship state to the destination dedicated server instance.

Multi-Channel Comms
Expanded communication infrastructure supporting distinct channels: Global Chat (cross-server broadcast), secure Faction frequencies for team coordination, and direct Private Messaging between pilots using the /msg [username] chat command.

Ship Docking System
Manages the transition state between open space flight and station instances. Handles docking permission requests, validates proximity, and securely transfers the player character from the pilot seat to the station level.

Ship Transport System
Backend logic for transferring stored ships between different stations and processing insurance claims for destroyed vessels. Updates MongoDB records to relocate ship entities or spawn replacements at the player's current terminal.

Shop Backend
Server-side infrastructure managing item transactions. Validates player credit balances against item costs via MongoDB and executes secure inventory updates upon purchase or sale.

Hybrid Damage Calculation
Server-side logic to distinguish between Energy (Shield-Effective) and Physical (Shield-Penetrating) damage types.

Persistence V1: Full Profile
Comprehensive database synchronization for total progression safety. All player assets—including collected Inventory Items, earned Credits, purchased Ships, and character Stats—are securely stored in the backend and retrieved instantly upon login.

Ship Attribute Calculation
Real-time aggregation of ship performance based on equipped components. The system dynamically recalculates Weapon Damage output, Shield capacity, Hull integrity, and Thruster propulsion values whenever a loadout is modified.

Damage System
Core damage logic designed around Damage-Over-Time (DOT) application. Weapon impacts apply continuous damage ticks rather than instant reduction, requiring pilots to maintain pressure. Supports distinct Energy and Ballistic damage modifiers.

HP and Shield Regeneration
Automatic regeneration logic for Shields and Hull integrity. The system engages after a defined "out-of-combat" timer, gradually restoring ship vitals while the player avoids taking damage.

Respawn Mechanics
Respawning the player after death at the nearest space station and marking the flown ship as destroyed. Players can retrieve the ship again at the docking terminal.

Space Flight Locomotion
Core flight mechanics for ship navigation in open space.

Station Locomotion
Implementation of the top-down character controller allowing players to traverse space station interiors.

Targeting System
Mouse-driven targeting system allowing pilots to lock onto specific enemy entities. Selected targets are highlighted in the HUD to enable focused fire and display enemy status information.

Combat System
Tactical ship-to-ship combat system featuring a dual-weapon meta. Pilots must balance Energy Weapons to strip shields and Ballistic Cannons to inflict hull damage through shield penetration.

Loot System V1
Floating loot generated from destroyed enemies and a "Pick Up" widget interface similar to classic MMOs.

Basic AI Enemy Behaviour
Introduction of "Pirate" and "Alien" enemy types with basic engagement behaviors and patrol logic. Behaviours inlcude - Hostile (attacks the player when in range) Non Hostile (only attacks the player when aggrevated)

Interaction System V1
A context-sensitive interaction framework allowing players to interact with the world. This includes operating station terminals and retrieving floating cargo containers via a unified input key.

Station Terminal Suite
Implementation of three interactive station terminals: Trade: Buy/Sell equipment and acquire new ships. Logistics: Manage inventory transfer and customize ship loadouts. Docking: Select owned vessels and initiate launch sequences to enter the void.

Economy & Ship Progression
Implementation of the initial gameplay loop. Balancing item costs and ship statistics to create a satisfying power curve, allowing players to naturally upgrade from starter vessels to mid-tier hulls through gameplay rewards.

Ship Models
Integration of third-party asset pack models to establish the playable fleet for the Pre-Alpha. Focuses on technical setup—scaling, pivots, and material assignment—to ensure functional visual representation for internal testing.

Hostile Fleet Assets
Integration of hostile ship models from asset libraries. Configures distinct visual identifiers for enemy factions to ensure immediate recognition and differentiate them from player vessels during combat.

Station Environment V1
Assembly of station interiors using modular asset packs. Constructs the initial walkable areas, to serve as the physical hub for player spawning and logistics.

External Station Architecture
Assembly of external station geometry using modular assets. Defines the visual silhouette and scale of spaceports visible to pilots during approach and docking sequences.

UI Iconography
Creation of standardized 2D assets for the inventory and shop interfaces. Includes distinct icons for ship hulls, weapon modules, and commodities to ensure quick visual identification in UI grids.

Weapon VFX
Implementation of visual effects for weapon discharge. Covers muzzle flashes, projectile travel VFX, and impact distinctiveness to provide clear visual feedback during combat engagements.

Authentication Interface
The secure entry point for the client application. Manages user login credentials, communicates with the backend for token validation, and initializes the player's session profile upon success.

Docking Terminal Interface
The user interface for ship management accessed via the Docking Kiosk. Displays a list of owned vessels with their current status (Stored/Destroyed) and allows the player to spawn a ship to an assigned landing pad.

HUD Loot Widget
A contextual HUD widget that appears when interacting with floating loot or containers. Displays a compact list of contents and provides quick-action buttons for selective or bulk retrieval of items.

Inventory Context Selector
A reusable modal component integrated into Shop and Logistics views. Allows players to select the active inventory source (e.g., Station Storage vs. specific Ship Cargo) to determine where items are bought, sold, or moved.

Logistics & Loadout UI
The comprehensive management interface accessed via the Logistics Kiosk. Enables players to transfer items between storage containers and configure ship loadouts by mounting or unmounting equipment slots.

Server Selection Interface
Interface allowing players to choose their destination game world. Lists available server instances with connectivity status, enabling the client to initiate the handshaking process with the selected dedicated server.

HUD Minimap
Real-time sensor display integrated into the main HUD. Visualizes the relative position of nearby entities and station perimeters to assist with spatial orientation in the top-down view.

HUD Ship Vitals
The primary health interface for the pilot. Visualizes the ship's dual-layer defense system, showing real-time fluctuations in Shield capacity and Hull integrity to indicate current survivability.

Flight HUD System
Essential pilot interface displaying ship vitals (Hull/Shield), Item Drop and a working minimap for navigation.

Shop Terminal Interface
The graphical user interface (GUI) launched upon interacting with a shop kiosk. Features categorized item lists, buy/sell functionality, and connects to the backend to verify funds and update inventory states.

Simple Chat Widget
A simple chat widget to give players a clean chat ui.

HUD Simple Info Bar
A lightweight UI strip providing persistent non-combat telemetry. Displays essential account data such as credit balance and connection quality, alongside transient system notifications.

System Menu & Settings
Implementation of the in-game menu, allowing players to adjust audio/video settings, and safely exit to desktop to ensure proper character logout saving.

Target Reticle & Outline
Visual overlay system for locked targets. Renders a distinct bracket or outline around the selected enemy ship in the viewport, ensuring clear visibility and tracking within a crowded combat environment.

Target Status Widget
A dynamic HUD element displaying the selected enemy's vital statistics. Visualizes real-time Shield and Hull integrity bars to provide immediate feedback on damage effectiveness during combat.

Space Maps
Design and assembly of the open-space game levels. Defines the visual identity of specific sectors using custom skyboxes, lighting setups, and environmental assets like asteroid fields to create distinct backdrops for flight and combat.

Station Environments
3D assets for station exteriors (Docking) and basic interiors for on-foot exploration.