Frontier Intelligence
Developer journal

From cargo hold to docking berth

Inventory, fitting, engineering, impulse travel, Surge, and station arrival have reached a working v1 checkpoint together. Here is what that foundation means for the ship you operate.

Reviewed working v1 milestone in the Mac development build. Full MMO, final art, and cross-platform validation remain ahead.

Preparing a ship, taking it out, and bringing it into a station brings several systems into contact. Cargo has to fit. Installed equipment has to work. The vessel has to travel, make its approach, and complete the arrival. Those connections are the focus of this development checkpoint.

I have reviewed and accepted working v1 versions of inventory and cargo, ship fitting, engineering, impulse travel and Surge, and air traffic control arrival, docking, and departure in the combined Mac build. The reviewed scene brings the realistic Clunker and Meridian station together with the current flight controls and central ship display.

Working v1 gives the next systems a usable ship experience to build on. A captain can move between the hold, the equipment, and the helm, then take that vessel through a station arrival. The purpose of bringing these pieces together is to make the whole trip coherent.

Start with the hold. Inventory uses shaped grids, so arranging what you carry is a physical space decision. Pick an item up, rotate it when needed, and place it where its occupied shape fits. Packed containers retain their contents when moved. The arrangement is manual, with the player's chosen placement preserved.

Equipment has another destination: a compatible mount. Carrying a component in storage and fitting it for use are different states. Installation and removal use the same physical handling approach, with a radial progress display for timed service. That keeps a spare piece of machinery connected to the ship it may eventually become part of.

Engineering gives the fitted machinery a working condition. Power allocation draws from the available supply; equipment can be enabled or disabled, and damage affects operation. Passive repair consumes finite material. Preparing the ship means considering that machinery as a working assembly. Each component needs the conditions required to do its job.

The accepted travel checkpoint covers impulse flight and Surge, including alignment with a target and automatic arrival braking. Station arrival then continues through air traffic control, docking, and departure. That sequence matters because travel needs a usable end as well as a beginning. A destination becomes part of play when the ship can arrive there and leave again.

The shared ship screens connect Personal inventory, Cargo, Loadout, and Engineering. They let preparation be examined from several useful views while keeping the same ship at the center. The checkpoint brings those screens into the flight experience alongside the current controls.

The next economic connection is underway in a station service prototype. That work includes buying and selling from finite stock, arranging purchased cargo, refueling, repairs, and comparing equipment. These interactions bring a purpose to the stop at port: the ship arrives with a hold to unload, supplies to replenish, or equipment to consider. The current service prototype is under review.

The planned first economic trip joins the pieces: collect a real cargo job or make a purchase, fly to another port, deliver, get paid, and use earnings for a useful ship upgrade. A delivery is intended to affect the destination's supplies and services. Fitting the purchased upgrade then brings the journey back to the ship, where the captain can experience what the work has earned.

For now, the concrete progress is a connected foundation from hold to hull to berth. It gives the next round of development real storage, equipment, power, travel, and arrival to work with.