| 3.0 Production Schedule Report | | 3.0 Production Schedule Report |
| Our schedule for the next Star Citizen Alpha releases, up to date. | | Our schedule for the next Star Citizen Alpha releases, up to date. |
| Welcome, | | Welcome, |
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| Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience. | | Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience. |
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| Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know. | | Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know. |
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| What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers. | | What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers. |
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| Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team. | | Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team. |
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| Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done. | | Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done. |
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| In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status. | | In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status. |
| CAVEATS | | CAVEATS |
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| But also, we would like to establish some ground rules before proceeding: | | But also, we would like to establish some ground rules before proceeding: |
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| I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be. | | I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be. |
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| II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features. | | II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features. |
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| III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly. | | III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly. |
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| IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work. | | IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work. |
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| V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe. | | V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe. |
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| VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules. | | VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules. |
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| VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date. | | VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date. |
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| VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below. | | VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below. |
| WELCOME TO THE PROCESS | | WELCOME TO THE PROCESS |
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| The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed. | | The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed. |
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| Last update : July 7th, 2017 | | Last update : July 14th, 2017 |
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| 3.0.0 Overview | | 3.0.0 Overview |
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| The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players. | | The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players. |
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| Tasks are either feature complete, or have an ETA for completion. It’s important to remember that some tasks may require further QA, bug-fixing and iteration. Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons. | | Tasks are either feature complete, or have an ETA for completion. It’s important to remember that some tasks may require further QA, bug-fixing and iteration. Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons. |
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| The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. This week, we held our second internal pre-Evocati milestone of Star Citizen Alpha 3.0. As you can see, the main features are done, which have allowed us to use our daily Directors Review to get a comprehensive understanding of how these features are working together. Production have collated the various feedback and reactions to these reviews, we’ve decided that there are optimization and user experience improvements we’d like to complete before releasing to the Evocati. | | The team has been making steady progress in completing the various systems. Some of the larger systems like Render to Texture, which contributes to our screens and mobiGlas and will ultimately contribute to ship to ship comms, have been implemented enough for the teams to start using them, that extensive use has been exposing some of the bugs which has caused some additional delays. On the plus side, the delayed proposed release date has allowed some of the ship and weapon refactors that were intended for a future release to be added to the 3.0.0. |
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| Planetary Update | | Planetary Update |
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| Yela | | Yela |
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| Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, than any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust. | | Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, than any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust. |
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| Cellin | | Cellin |
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| Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside. | | Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside. |
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| Daymar | | Daymar |
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| Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash. | | Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash. |
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| Remaining Aims for 3.0.0 Release | | Remaining Aims for 3.0.0 Release |
| Persistent Universe Content | | Persistent Universe Content |
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| Moons | | Moons |
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| We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar. | | We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar. |
| Feature Complete | | Feature Complete |
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| Surface Outposts | | Surface Outposts |
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| The new moons will also have outposts on their surface to explore. | | The new moons will also have outposts on their surface to explore. |
| Feature Complete | | Feature Complete |
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| Surface Outposts Lighting | | Surface Outposts Lighting |
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| We have broken out the lighting tasks for the surface outposts into it’s own feature | | We have broken out the lighting tasks for the surface outposts into it’s own feature |
| Feature Complete | | Feature Complete |
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| Mission Givers | | Mission Givers |
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| We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players. | | We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players. |
| Eckhart has been implemented in Subsumption, now just need to polish and iron out the kinks. The team will now start setting up Ruto with the goal that both Mission Givers will be fully setup by the end of the next sprint. | | Eckhart has been implemented in Subsumption, now just need to polish and iron out the kinks. The team will now start setting up Ruto with the goal that both Mission Givers will be fully setup by the end of the next sprint. |
| ETA is 14th July (was 30th June) | | ETA is 14th July (was 30th June) |
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| Basic Derelict Ships | | Basic Derelict Ships |
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| Feature Complete | | Feature Complete |
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| Inhabited Derelict Ship Sites | | Inhabited Derelict Ship Sites |
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| Feature Complete | | Feature Complete |
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| Debris Fields | | Debris Fields |
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| Feature Complete | | Feature Complete |
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| Delamar / Levski (STRETCH GOAL) | | Delamar / Levski (STRETCH GOAL) |
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| We are adding the planet Delamar and the landing zone, Levski | | We are adding the planet Delamar and the landing zone, Levski |
| There are currently issues with the room system markup that need to be revisited by the Design team to be fixed. | | There are currently issues with the room system markup that need to be revisited by the Design team to be fixed. |
| ETA is 14th July (was 7th July) | | ETA is 14th July (was 7th July) |
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| Already complete in the 3.0.0 branch: | | Already complete in the 3.0.0 branch: |
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| Modular Room System for procedural generation of planetary outposts | | Modular Room System for procedural generation of planetary outposts |
| Official Outpost Spawning System ready for mission designers | | Official Outpost Spawning System ready for mission designers |
| Integrated Outpost distribution to PlanetEd | | Integrated Outpost distribution to PlanetEd |
| Single outpost Object Preset | | Single outpost Object Preset |
| Cluster of Outposts | | Cluster of Outposts |
| Crash site mission | | Crash site mission |
| Interface to hand place modules and save to Layer | | Interface to hand place modules and save to Layer |
| Interface to teleport the camera to the closest outpost | | Interface to teleport the camera to the closest outpost |
| Area boxes created by artists (all room sizes are now usable in the outpost procedural system) | | Area boxes created by artists (all room sizes are now usable in the outpost procedural system) |
| Entrance Room system working (stairs and ramps are now available as initial rooms) | | Entrance Room system working (stairs and ramps are now available as initial rooms) |
| Rooftop Prop system working for Solar panel | | Rooftop Prop system working for Solar panel |
| Wall prop system working for additional prop variations | | Wall prop system working for additional prop variations |
| Material Wear/Dirt on props using Layer Blend done and actually working | | Material Wear/Dirt on props using Layer Blend done and actually working |
| Developed Outpost “feet” system | | Developed Outpost “feet” system |
| Set random rotation and offset caps on planet editor | | Set random rotation and offset caps on planet editor |
| Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors) | | Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors) |
| Support Aircon/solar panel system on outposts | | Support Aircon/solar panel system on outposts |
| Added color tinting to Outposts | | Added color tinting to Outposts |
| Added color tinting interface to Planet Ed | | Added color tinting interface to Planet Ed |
| Created material distinction for interior / exteriors | | Created material distinction for interior / exteriors |
| Group elements offset in Planet Object Preset to be able to offset landing pads | | Group elements offset in Planet Object Preset to be able to offset landing pads |
| New Assets: | | New Assets: |
| Heavy Marine Armor | | Heavy Marine Armor |
| Explorer Suit Armor | | Explorer Suit Armor |
| Cloth and Clothing simulation on various assets old and new | | Cloth and Clothing simulation on various assets old and new |
| Updated helmet interiors and exterior for updated art, FOV tech and standardization | | Updated helmet interiors and exterior for updated art, FOV tech and standardization |
| Armor converted to work within modular customization structure | | Armor converted to work within modular customization structure |
| Finalized delivery of ALL facial assets from 3lateral. | | Finalized delivery of ALL facial assets from 3lateral. |
| Ships: | | Ships: |
| New Skinning and Rigging tools for landing gear on ships. | | New Skinning and Rigging tools for landing gear on ships. |
| Constellation Cargo Bay/Elevator extensions | | Constellation Cargo Bay/Elevator extensions |
| Light Group entity optimization | | Light Group entity optimization |
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| Gameplay | | Gameplay |
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| Player Manned Turrets | | Player Manned Turrets |
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| Feature Complete | | Feature Complete |
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| Pick Up & Carry | | Pick Up & Carry |
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| As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships. | | As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships. |
| Feature Complete | | Feature Complete |
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| Item 2.0 Ship Conversion – Part 1 | | Item 2.0 Ship Conversion – Part 1 |
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| We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay. | | We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay. |
| Feature Complete | | Feature Complete |
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| Item 2.0 Ship Conversion – Part 2 | | Item 2.0 Ship Conversion – Part 2 |
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| With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this. | | With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this. |
| Feature Complete. Bug fixing in progress. | | Feature Complete. Bug fixing in progress. |
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| Item 2.0 | | Item 2.0 |
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| Operator Seats. | | Operator Seats. |
| Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships. | | Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships. |
| Feature Complete | | Feature Complete |
| Radar System | | Radar System |
| Feature Complete | | Feature Complete |
| Light Control System. | | Light Control System. |
| Feature Complete | | Feature Complete |
| Fuel / Refuel. | | Fuel / Refuel. |
| Feature Complete | | Feature Complete |
| Power Supply / Pipes. | | Power Supply / Pipes. |
| Feature Complete | | Feature Complete |
| Quantum Drive. | | Quantum Drive. |
| Feature Complete | | Feature Complete |
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| Insurance | | Insurance |
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| Code Complete. Now supporting bugfixing | | Code Complete. Now supporting bugfixing |
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| Stamina | | Stamina |
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| All 3.0.0 tasks complete. This feature will be developed further for future releases. | | All 3.0.0 tasks complete. This feature will be developed further for future releases. |
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| Doors & Airlocks | | Doors & Airlocks |
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| We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety. | | We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety. |
| Feature Complete for 3.0.0. Bugfixing in progress.* | | * Feature Complete for 3.0.0. Bugfixing in progress.* |
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| Cargo | | Cargo |
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| Code Complete. Now supporting bugfixing. | | Code Complete. Now supporting bugfixing. |
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| Commodities | | Commodities |
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| Implementing items to represent units of commodity cargo. | | Implementing items to represent units of commodity cargo. |
| Feature Complete | | Feature Complete |
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| Kiosk Support | | Kiosk Support |
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| Code Complete. Now supporting bugfixing. | | Code Complete. Now supporting bugfixing. |
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| Atmospheric Entry Support | | Atmospheric Entry Support |
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| Feature Complete | | Feature Complete |
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| Persistent Damage, Ammo and Missiles | | Persistent Damage, Ammo and Missiles |
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| Persistence ensures that your vehicle state is saved between sessions. | | Persistence ensures that your vehicle state is saved between sessions. |
| Feature Complete | | Feature Complete |
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| Repair | | Repair |
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| Code Complete Bugfixing to follow as needed. | | Code Complete Bugfixing to follow as needed. |
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| Inventory System Support | | Inventory System Support |
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| The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns. | | The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns. |
| Date will remain connected to the UI team’s progress on the inventory. | | Date will remain connected to the UI team’s progress on the inventory. |
| ETA is 14th July (was 3rd July) | | ETA is 20th July (was 14th July) |
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| Rover and Dragonfly in Ships | | Rover and Dragonfly in Ships |
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| Players will be able to transport the Ursa Rover and the Dragonfly inside ships that are big enough to hold them | | Players will be able to transport the Ursa Rover and the Dragonfly inside ships that are big enough to hold them |
| The conversion to the Item 2.0 ships and how they work has introduced unforeseen issues with their physics. This will require a combination of Tech Design and Physics code to address the situation. This is proving to be a more in-depth problem than initially anticipated and the code team was pulled to help support elevators and general physics crashes which we necessary for internal review. | | The conversion to the Item 2.0 ships and how they work has introduced unforeseen issues with their physics. This will require a combination of Tech Design and Physics code to address the situation. This is proving to be a more in-depth problem than initially anticipated and the code team was pulled to help support elevators and general physics crashes which we necessary for internal review. |
| ETA is 12th July (was 27th June) | | ETA is 12th July (was 27th June) |
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| IFCS Performance Improvements – New Addition | | IFCS Performance Improvements – New Addition |
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| Changing the IFCS system to work in batch updates for performance improvements | | Changing the IFCS system to work in batch updates for performance improvements |
| Feature Complete | | Feature Complete |
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| Hint System | | Hint System |
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| We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0 | | We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0 |
| Feature Complete for 3.0.0. Bugfixing & polish in progress. | | Feature Complete for 3.0.0. Bugfixing & polish in progress. |
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| Already complete in the 3.0.0 branch: | | Already complete in the 3.0.0 branch: |
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| Crusader Converted to Object Container Setup | | Crusader Converted to Object Container Setup |
| With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System. | | With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System. |
| Mega Map for Persistent Universe | | Mega Map for Persistent Universe |
| Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology. | | Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology. |
| Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0 | | Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0 |
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| Core Tech | | Core Tech |
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| Planetary Tech | | Planetary Tech |
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| Feature Complete | | Feature Complete |
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| Solar System Tool | | Solar System Tool |
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| Feature Complete | | Feature Complete |
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| Entity Update Component Scheduler | | Entity Update Component Scheduler |
| | | |
| Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe. | | Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe. |
| Intended work on this feature will extend past 3.0.0. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release. | | Intended work on this feature will extend past 3.0.0. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release. |
| The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay. | | The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay. |
| ETA is 14th July (was 7th July) | | ETA is 14th July (was 7th July) |
| | | |
| Entity Owner Manager | | Entity Owner Manager |
| | | |
| The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time | | The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time |
| Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review. | | Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review. |
| LA Engineering has identified additional tasks needed to support persistence and netcode. | | LA Engineering has identified additional tasks needed to support persistence and netcode. |
| ETA is 14th July (was 7th July) | | ETA is 20th July (was 14th July) |
| | | |
| Already complete in the 3.0.0 branch: | | Already complete in the 3.0.0 branch: |
| | | |
| New Radar Databank | | New Radar Databank |
| Subsumption Base Functionality | | Subsumption Base Functionality |
| This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically. | | This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically. |
| Various Performance improvements | | Various Performance improvements |
| Planetary Physics Grid to support orbiting and rotating planets | | Planetary Physics Grid to support orbiting and rotating planets |
| Multi-Function Display implementation for Item 2.0 Components on ships | | Multi-Function Display implementation for Item 2.0 Components on ships |
| IFCS improvements to support AI & Takeoff System | | IFCS improvements to support AI & Takeoff System |
| Unified Visor for seamless Ship 2.0 / FPS transition | | Unified Visor for seamless Ship 2.0 / FPS transition |
| HUD/Visor integration for new Radar Databank | | HUD/Visor integration for new Radar Databank |
| Object Distribution | | Object Distribution |
| Terrain / Object blending for soft natural transition of objects intersecting with the ground | | Terrain / Object blending for soft natural transition of objects intersecting with the ground |
| Video codec updated to Bink2, providing higher fidelity at lower bitrate | | Video codec updated to Bink2, providing higher fidelity at lower bitrate |
| Vehicles no longer use Lua | | Vehicles no longer use Lua |
| This is a huge step forward on the code side. | | This is a huge step forward on the code side. |
| Skeleton Extension support for Item Port Offset overrides per item | | Skeleton Extension support for Item Port Offset overrides per item |
| Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more. | | Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more. |
| Destructible component for items, props and environment assets | | Destructible component for items, props and environment assets |
| Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover | | Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover |
| Physics simulation gravity vector now respects planetary gravity | | Physics simulation gravity vector now respects planetary gravity |
| Modular loadouts rule sets and support for up to five loadouts | | Modular loadouts rule sets and support for up to five loadouts |
| Animation driven facial audio implemented | | Animation driven facial audio implemented |
| Updated Sandbox Editor Python integration. | | Updated Sandbox Editor Python integration. |
| Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets. | | Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets. |
| Solar System Editor | | Solar System Editor |
| A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc. | | A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc. |
| New Light Controller for runtime light switches | | New Light Controller for runtime light switches |
| New network message queue (current in QATR) to reduce network bandwidth and network thread time. | | New network message queue (current in QATR) to reduce network bandwidth and network thread time. |
| Light Entity Render node merging. | | Light Entity Render node merging. |
| Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations. | | Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations. |
| Highly optimized vertex and position format for all geometry | | Highly optimized vertex and position format for all geometry |
| Texture memory usage reduced across the project | | Texture memory usage reduced across the project |
| Unified material libraries for use across all departments | | Unified material libraries for use across all departments |
| Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library | | Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library |
| Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case | | Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case |
| Follow-ups on list of unused textures and materials | | Follow-ups on list of unused textures and materials |
| Massively improved LOD computation and average face sizes for ships | | Massively improved LOD computation and average face sizes for ships |
| Shared hair assets (instead of bespoke asset per head) for character creation | | Shared hair assets (instead of bespoke asset per head) for character creation |
| Automated facial asset LODs, skinning algorithm per LOD updated. | | Automated facial asset LODs, skinning algorithm per LOD updated. |
| Reworked mesh setup of facial assets for optimal performance and reduced drawcalls. | | Reworked mesh setup of facial assets for optimal performance and reduced drawcalls. |
| Unified helmet and character mesh into singular render proxy for better performance and visuals. | | Unified helmet and character mesh into singular render proxy for better performance and visuals. |
| Various portal and culling improvements. | | Various portal and culling improvements. |
| Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this. | | Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this. |
| Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size. | | Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size. |
| Automatic Asset Error collection and tracking. | | Automatic Asset Error collection and tracking. |
| Reworked itemport layout for characters and character items | | Reworked itemport layout for characters and character items |
| Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face. | | Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face. |
| Vastly improved memory allocator which allowed massive reduction in runtime allocation count | | Vastly improved memory allocator which allowed massive reduction in runtime allocation count |
| Several significant optimizations to entity update code | | Several significant optimizations to entity update code |
| | | |
| UI | | UI |
| | | |
| As you will see, the UI schedule has undergone some significant changes to accommodate some new features designed to enhance the player experience. The following schedule and dates will be used as the new baseline for the UI schedule, the previous completion dates have been included to indicate the change. | | As you will see, the UI schedule has undergone some significant changes to accommodate some new features designed to enhance the player experience. The following schedule and dates will be used as the new baseline for the UI schedule, the previous completion dates have been included to indicate the change. |
| | | |
| Kiosk UI | | Kiosk UI |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Item 2.0 Multi Function Displays | | Item 2.0 Multi Function Displays |
| | | |
| MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships. | | MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships. |
| The code side of this is now complete and is now down to UI Art to implement. | | UI have been implementing these screens while supporting other features, so QA can test each area as soon as possible. While this benefits us from a testing point of view, it has resulted in an overall delay in completion. |
| ETA is 11th July (was 7th July) | | ETA is 18th July (was 11th July) |
| | | |
| Field of View Slider | | Field of View Slider |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Character Customization | | Character Customization |
| | | |
| *Players will now be able to customize their characters’ heads, hair, eye color, and skin color. | | *Players will now be able to customize their characters’ heads, hair, eye color, and skin color. |
| | | |
| Delayed due to team’s focus on priority tasks for internal milestone review. | | Delayed due to team’s focus on priority tasks for internal milestone review. |
| ETA is 25th July (was 17 July) | | ETA is 25th July (was 17 July) |
| | | |
| Personal Manager App | | Personal Manager App |
| | | |
| This App will allow players to review their inventory and customize various aspects of their suit and weapons. | | This App will allow players to review their inventory and customize various aspects of their suit and weapons. |
| Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete. | | Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete. |
| ETA is 10th July (was 3rd July) | | Feature Complete Bug Fixing in progress. |
| | | |
| Mission Manager App | | Mission Manager App |
| | | |
| Feature Complete. Bug fixing in progress | | Feature Complete. Bug fixing in progress |
| | | |
| Cargo Manifest App | | Cargo Manifest App |
| | | |
| After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest This incorporates the work that was previously accounted for in the “Cargo UI” task | | After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest This incorporates the work that was previously accounted for in the “Cargo UI” task |
| Delayed due to team’s focus on priority tasks for internal milestone review. | | Delayed due to team’s focus on priority tasks for internal milestone review. |
| ETA is 14th July (was 7th July) | | ETA is 20th July (was 14th July) |
| | | |
| Vehicle Customizer App | | Vehicle Customizer App |
| | | |
| This app will allow players to customize their ship via the ship customization screen, so edits can be done without locating the exact port on the ship. | | This app will allow players to customize their ship via the ship customization screen, so edits can be done without locating the exact port on the ship. |
| Delayed due to team’s focus on priority tasks for internal milestone review, specifically the Hint System. | | Delayed due to team’s focus on priority tasks for internal milestone review, specifically the Hint System. |
| ETA is 27th July (was 13th July) | | ETA is 27th July (was 13th July) |
| | | |
| Ship Selector App & Insurance Claim | | Ship Selector App & Insurance Claim |
| | | |
| This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations. | | This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations. |
| We are incorporating the Insurance Claim process, so we have one app that will serve two functions. | | We are incorporating the Insurance Claim process, so we have one app that will serve two functions. |
| Slight delay due to shifting resources to address other tasks. | | Slight delay due to shifting resources to address other tasks. |
| Delayed due to team’s focus polishing the mission manager. | | Delayed due to team’s focus polishing the mission manager. |
| ETA is 19th July (was 5th July) | | ETA is 19th July (was 5th July) |
| | | |
| Heavy Armor for Star Marine | | Heavy Armor for Star Marine |
| | | |
| Heavy armor will be enabled for selection within the Star Marine loadout customization menu. | | Heavy armor will be enabled for selection within the Star Marine loadout customization menu. |
| Feature Complete | | Feature Complete |
| | | |
| Inventory System | | Inventory System |
| | | |
| Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory. | | Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory. |
| Delayed due to team focusing on this week’s milestone review. | | Progress has been affected due to the work on the Search Feature. |
| ETA is 14th July (was 7th July) | | ETA is 20th July (was 14th July) |
| | | |
| Mission Board App | | Mission Board App |
| | | |
| The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance. | | The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance. |
| Feature Complete | | Feature Complete |
| | | |
| StarMap App | | StarMap App |
| | | |
| The StarMap will be introduced to allow players to view the PU at large and select planets to QT to. | | The StarMap will be introduced to allow players to view the PU at large and select planets to QT to. |
| To achieve Feature Complete, we’ve prioritized this task and pulled other team members to provide support | | To achieve Feature Complete, we’ve prioritized this task and pulled other team members to provide support |
| The UI team have now broken down the feedback from last week’s review and adjusted their estimate. | | The UI team have now broken down the feedback from last week’s review and adjusted their estimate. |
| ETA is 18th July (was 7th July) | | ETA is 18th July (was 7th July) |
| | | |
| UI Owner Component | | UI Owner Component |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| mobiGlas Overhaul | | mobiGlas Overhaul |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Comms System UI | | Comms System UI |
| | | |
| We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU. | | We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU. |
| Delayed due to knock-on effect of the delay to the inventory system work. | | Delayed due to knock-on effect of the delay to the inventory system work. |
| ETA is 25th July (was 18th July) | | ETA is 25th July (was 18th July) |
| | | |
| AI | | AI |
| | | |
| Mission System | | Mission System |
| | | |
| The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc. | | The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc. |
| Some bugs are blocking completion of the mission system which the AI team requires support from the LA Engineering department to resolve. However, LA Engineering are currently closing out their remaining tasks for milestone reviews before they are able to provide support for this. | | We are continuing to build on the mission system AI in order for design to implement more missions for inclusion in 3.0.0 |
| ETA is 19th July (was 30th June) | | ETA is 24th July (was 19th June) |
| | | |
| AI Turrets | | AI Turrets |
| | | |
| We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets. | | We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets. |
| Feature Complete | | Feature Complete |
| | | |
| Graphics | | Graphics |
| | | |
| Render to Texture | | Render to Texture |
| | | |
| This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space. | | This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space. |
| Additional requirements were discovered in development that were not originally apparent, but are required for building a robust and scale-able system for the future. | | This system is still in progress, but due to its overall size and some of the other features for 3.0.0 that require Render to Texture, teams are using the system as soon as they are able, which means that Render to Texture is requiring bug fixing support while it’s being developed which results in further delays of the system as a whole. The date below does also take dedicated bug fixing time into account. |
| ETA is 27th July | | ETA is 10th August (was 27th July) |
| | | |
| Environment Probe | | Environment Probe |
| | | |
| This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals. | | This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals. |
| This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay. | | This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay. |
| Feature Complete | | Feature Complete |
| | | |
| Atmospheric Entry | | Atmospheric Entry |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Volumetric Fog | | Volumetric Fog |
| | | |
| The completion date has moved back due to unexpected issues with implementing the Volumetric fog away from Lumberyard to work correctly with our systems. | | The completion date has moved back due to unexpected issues with implementing the Volumetric fog away from Lumberyard to work correctly with our systems. |
| Completion of required tasks are taking a bit more time than expected. | | Completion of required tasks are taking a bit more time than expected. |
| ETA is 9th June (was 30th May) | | ETA is 9th June (was 30th May) |
| | | |
| GPU Particle Foundation | | GPU Particle Foundation |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Engine Trails & Contrails | | Engine Trails & Contrails |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Asteroid Physics | | Asteroid Physics |
| | | |
| * Feature Complete | | * Feature Complete |
| | | |
| Exposure Improvements | | Exposure Improvements |
| | | |
| We are adding support for peripheral vision to be taken into account when calculating exposure, rather than just what is onscreen. This will avoid situations like looking into a space when there is something very bright (such as a planet surface or space station) just off-screen. | | We are adding support for peripheral vision to be taken into account when calculating exposure, rather than just what is onscreen. This will avoid situations like looking into a space when there is something very bright (such as a planet surface or space station) just off-screen. |
| As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated. | | As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated. |
| Feature Complete. | | Feature Complete. |
| | | |
| Already complete in the 3.0.0 branch: | | Already complete in the 3.0.0 branch: |
| | | |
| RenderTarget refactor | | RenderTarget refactor |
| This saves over 50% of the video memory previously used for dynamic textures. | | This saves over 50% of the video memory previously used for dynamic textures. |
| Physically-based area lights | | Physically-based area lights |
| Shadow map caching system | | Shadow map caching system |
| This allows for many more shadow casting lights at once and avoids the need for baking shadows. | | This allows for many more shadow casting lights at once and avoids the need for baking shadows. |
| Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations | | Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations |
| | | |
| Backend | | Backend |
| | | |
| Diffusion Subset for 3.0.0 | | Diffusion Subset for 3.0.0 |
| | | |
| Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy. | | Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy. |
| Feature Complete | | Feature Complete |
| | | |
| Solar System Shop Service | | Solar System Shop Service |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Solar System Mission Service V1 “Mission Broker” | | Solar System Mission Service V1 “Mission Broker” |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Network | | Network |
| | | |
| New Message Queue | | New Message Queue |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Physics Serialization | | Physics Serialization |
| | | |
| This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability. | | This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability. |
| Code Complete. Bug fixing in progress. | | Code Complete. Bug fixing in progress. |
| | | |
| Persistent Data Refactor | | Persistent Data Refactor |
| | | |
| Code Complete for 3.0.0 | | Code Complete for 3.0.0 |
| | | |
| Ships & Weapons | | Ships & Weapons |
| | | |
| Drake Dragonfly | | Drake Dragonfly |
| | | |
| Feature Complete. Some code bugs remain | | Feature Complete. Some code bugs remain |
| | | |
| Drake Cutlass Black | | Drake Cutlass Black |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| RSI Constellation Aquila | | RSI Constellation Aquila |
| | | |
| Feature Complete. Some code bugs remain | | Feature Complete. Some code bugs remain |
| | | |
| RSI Ursa Rover | | RSI Ursa Rover |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| MISC Prospector | | MISC Prospector |
| | | |
| Feature Complete. Some code bugs remain. | | Feature Complete. Some code bugs remain. |
| | | |
| | | RSI Aurora |
| | | |
| | | This is an updated version of the Aurora. We previously didn’t think that we would have the time to complete this rework for 3.0.0, however, with the movement of our release dates we are now able to include this rework with 3.0.0. |
| | | ETA is 21st July |
| | | |
| Behring P8-SC | | Behring P8-SC |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Apocalypse Arms Scourge Rail Gun | | Apocalypse Arms Scourge Rail Gun |
| | | |
| A shoulder mounted railgun capable of providing high levels of damage at a long range. | | A shoulder mounted railgun capable of providing high levels of damage at a long range. |
| Completion on UI tech has slightly pushed the completion date for this weapon. | | Completion on UI tech has slightly pushed the completion date for this weapon. |
| ETA is 9th June (was 8th June) | | ETA is 9th June (was 8th June) |
| | | |
| Klaus and Werner Gallant Rifle | | Klaus and Werner Gallant Rifle |
| | | |
| Feature Complete | | Feature Complete |
| | | |
| Arrowhead Sniper Rifle | | Arrowhead Sniper Rifle |
| | | |
| Rework of the legacy weapon. | | Rework of the legacy weapon. |
| Feature Complete Some minor polish remains. | | Feature Complete Some minor polish remains. |
| | | |
| KSAR Devastator-12 Shotgun | | KSAR Devastator-12 Shotgun |
| | | |
| Rework of the legacy weapon. | | Rework of the legacy weapon. |
| Feature Complete Some minor polish remains. | | Feature Complete Some minor polish remains. |
| | | |
| | | Klaus and Werner Arclight Pistol |
| | | |
| | | Rework of the legacy weapon. |
| | | With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release. |
| | | Feature Complete |
| | | |
| | | Gemini L86 Pistol |
| | | |
| | | Rework of the legacy weapon. |
| | | With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release. |
| | | ETA is 28th July |
| | | |
| | | Behring P4-AR |
| | | |
| | | Rework of the legacy weapon. |
| | | With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release. |
| | | ETA is 19th July |
| | | |
| Beyond 3.0.0 - Overview | | Beyond 3.0.0 - Overview |
| | | |
| Click Here to Download. | | Click Here to Download. |
| | | |
| 3.1.0 Goals | | 3.1.0 Goals |
| PERSISTENT UNIVERSE CONTENT | | PERSISTENT UNIVERSE CONTENT |
| New Additions: | | New Additions: |
| | | |
| Modular Space Station – Truckstop | | Modular Space Station – Truckstop |
| Arc Corp / Area 18 | | Arc Corp / Area 18 |
| | | |
| FPS / SPACE GAMEPLAY | | FPS / SPACE GAMEPLAY |
| New Additions: | | New Additions: |
| | | |
| Female Player Locomotion | | Female Player Locomotion |
| AI Locomotion | | AI Locomotion |
| Shouldered Weapons | | Shouldered Weapons |
| Throwable Weapons | | Throwable Weapons |
| Armed (FPS Weapon Equipped) | | Armed (FPS Weapon Equipped) |
| Fists | | Fists |
| Knife | | Knife |
| Take down (Front, Sides, Rear) | | Take down (Front, Sides, Rear) |
| Knockdown and Knockbacks | | Knockdown and Knockbacks |
| | | |
| CORE DEV TECH AND SYSTEMS | | CORE DEV TECH AND SYSTEMS |
| New Additions: | | New Additions: |
| | | |
| Fuel (Item 2.0) | | Fuel (Item 2.0) |
| Criminality System | | Criminality System |
| Room System v2 (Physical Depressurization) | | Room System v2 (Physical Depressurization) |
| Item 2.0 Elevators v2 | | Item 2.0 Elevators v2 |
| Item 2.0 Airlocks v2 | | Item 2.0 Airlocks v2 |
| Diffusion Refactor | | Diffusion Refactor |
| Item Degradation/Failure/Luck | | Item Degradation/Failure/Luck |
| Service Beacon v1 | | Service Beacon v1 |
| Parties and Orgs(Group Entity Component) | | Parties and Orgs(Group Entity Component) |
| Game persistence | | Game persistence |
| Spectrum Integration in game | | Spectrum Integration in game |
| Repair and Restock System | | Repair and Restock System |
| Elevators v2 | | Elevators v2 |
| Bind / Unbinding | | Bind / Unbinding |
| Object Container Streaming Core Engine Support | | Object Container Streaming Core Engine Support |
| | | |
| Ships: | | Ships: |
| | | |
| MISC Razor | | MISC Razor |
| RSI Aurora (Update) | | RSI Aurora (Update) |
| ANVIL Terrapin | | ANVIL Terrapin |
| MISC Hull C | | MISC Hull C |
| DRAKE Cutlass Red | | DRAKE Cutlass Red |
| DRAKE Cutlass Blue | | DRAKE Cutlass Blue |
| AEGIS Vanguard Harbinger (Variant) | | AEGIS Vanguard Harbinger (Variant) |
| | | |
| 3.2.0 Goals | | 3.2.0 Goals |
| PERSISTENT UNIVERSE CONTENT | | PERSISTENT UNIVERSE CONTENT |
| New Additions: | | New Additions: |
| | | |
| Crusader | | Crusader |
| Hurston | | Hurston |
| MicroTech (Stretch Goal) | | MicroTech (Stretch Goal) |
| | | |
| FPS / SPACE GAMEPLAY | | FPS / SPACE GAMEPLAY |
| New Additions: | | New Additions: |
| | | |
| New Ammo Types | | New Ammo Types |
| Gadgets (drones / shields) | | Gadgets (drones / shields) |
| Bumps | | Bumps |
| Coperative Avoidance | | Coperative Avoidance |
| Downed | | Downed |
| Drowning | | Drowning |
| Item Inspection | | Item Inspection |
| Looting IK / Permissions | | Looting IK / Permissions |
| | | |
| CORE DEV TECH AND SYSTEMS | | CORE DEV TECH AND SYSTEMS |
| New Additions: | | New Additions: |
| | | |
| NPC Generation (Archetype) | | NPC Generation (Archetype) |
| Interaction System – Useables | | Interaction System – Useables |
| Radar System (Item 2.0) | | Radar System (Item 2.0) |
| Cargo v2 | | Cargo v2 |
| Service Beacon v2 | | Service Beacon v2 |
| StarMap v2 | | StarMap v2 |
| Gas Giant Tech | | Gas Giant Tech |
| Ship to Ship Refuel System | | Ship to Ship Refuel System |
| Breaching | | Breaching |
| Security / Access Control | | Security / Access Control |
| Object Container Streaming | | Object Container Streaming |
| | | |
| Ships: | | Ships: |
| | | |
| RSI Constellation Pheonix | | RSI Constellation Pheonix |
| RSI Constellation Taurus | | RSI Constellation Taurus |
| MISC Freelancer MAX | | MISC Freelancer MAX |
| AEGIS Vanguard Sentinel (Variant) | | AEGIS Vanguard Sentinel (Variant) |
| MISC Freelancer DUR | | MISC Freelancer DUR |