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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!


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.


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.


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.


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.


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.


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


But also, we would like to establish some ground rules before proceeding:
But also, we would like to establish some ground rules before proceeding:


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.


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.


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.


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.


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.


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.


VII.Although technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.
VII.Although technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.


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


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.


Last update : Sep 22nd, 2017
Last update : Sep 29th, 2017


3.0.0 Overview
3.0.0 Overview
Bug Progress
Bug Progress


This week we’ve got good news on the bug fixing front as we’ve taken a giant leap toward our objective of getting Star Citizen Alpha 3.0 into the hands of the Evocati. Last week’s report indicated a total of 76 must-fix issues and this week we are down to 26. While a number of these bugs were simply resolved due to the team’s usual endeavors, our directors reviews have been keenly focused on core player loops which has led to a redefinition of must-fix. In short, we’ve decided that we need to get this into Evocati hands sooner rather than later. We are simply going to accept that there will still be additional issues to resolve, but we want your feedback now, so we have readjusted our numbers to reflect bugs that are blocking the core experience (gameplay loops, missions, commodities and shopping, to name a few). We want you traversing the universe, landing on planets and generally testing 3.0 while we continue to polish and bug fix more features that can then be passed along for testing. We can then prioritize any new issues that come up, but it will accelerate the process so we can advance 3.0 much quicker to the PU and ultimately to our entire player base. We’ll be back next week with another update on how we’re doing.
To say it’s been a tumultuous week would be an understatement. We had our first go / no -gos which is a big step for releasing potential Evocati build candidates. These meetings are where a final determination is made on whether a version of 3.0 is ready for our first round of public testing. In each of these, we had to make the difficult call that newly discovered bugs were critical enough to prevent us from releasing the build to Evocati. Again, while the point of the Evocati is to test an incomplete build, the issues that prevented the release were disruptive enough to prevent basic testing, so it was decided to hold off temporarily. We are still very close to pushing to Evocati and these meetings will be taking place nearly every day as we draw closer to this important milestone. Last week we reported seven must-fix issues remaining in order to publish to the Evocati group. Today we have only 1 left! Like you, we are excited to get this out in the hands of our very loyal fans and backers. We’ll be back next week with the latest on Burndown.
Remaining Must Fix Issues For Evocati:
Remaining Must Fix Issues For Evocati:


What you see below is a numerical representation of issues the team is focusing on to close-out (Burndown) to get to an Evocati release candidate, so you can see the progress of work we’re doing on a week-by-week basis.
What you see below is a numerical representation of issues the team is focusing on to close-out (Burndown) to get to an Evocati release candidate, so you can see the progress of work we’re doing on a week-by-week basis.
Bugs fixed in the last week
Bugs fixed in the last week


(Please note: This is an overview of fixes made this week and not a complete list.)
(Please note: This is an overview of fixes made this week and not a complete list.)
Crashes
Crashes


Fixed a crash when spawning a ship via the ASOP terminals.
Fixed an issue in PersistenceCache::CCacheMsgHandler::SendAccountDataResponse
Fixed a crash in CSCItemFlightController::TryEnableEngines
Fixed an issue in PersistenceCache::CCacheMsgHandler::SendAccountDataResponse(int
Fixed a crash in CSCActorSmoothLocomotionComponent::Update Update()
Fixed an issue in PersistenceCache::CCacheMsgHandler::OnMsgDeleteItems()
Fixed a crash in CSCActorControlStateUsable::QueueIdle
Fixed an issue in CPersistentDataManager::SetChildrenRootParentRecursive
Fixed a crash in CEntityComponentOrbit::GetOrbitAngleFromAbsoluteTime
Fixed an issue in CSCItemQuantumDrive::IsAlignedToPoint
Fixed a crash in CActionScope::UpdateSequencers
Fixed an issue in CTexture::GenerateMipMapsInRegion
Fixed a crash in CSCActorBreathingComponent::PostInitialize
Fixed an issue in CSCItemUIViewOwner::ClearAll
Fixed a crash in CVehicleItemThruster::ClampToGrid
Fixed an issue in CSCActorControlStateUsable::QueueIdle
Fixed a crash in CRParticleEmitter::FillConstBufferData
Fixed an issue in CSCInventory::OnObjectRemoved
Fixed a crash in CPhysicalWorld::DestroyPhysicalEntity
Fixed an issue in CItemPipeSystem::PreUpdate
Fixed a crash in CSCItemFlightController::TryEnableEngines
Fixed an issue in CGameRules::PrecacheList
Fixed a crash in CEntityComponentSystem::UnregisterComponent
Fixed an issue in CSeatAccessEntranceTaskExecutor::Execute
Fixed a crash in CPhysicalPlaceholder::SetGrid
Fixed an issue in HUD::CWorldDisplay3D::OnPreRender
Fixed a crash in CPhysicalEntity::GetMass
Fixed an issue in CPowerConnection::Disconnect
Fixed a crash in CSCItem::GetHostCharacter
Fixed an issue in CShaderMan::ShutDown
Fixed a crash in Player::ShouldFilterOutHit
Fixed an issue in CEntitySystem::SpawnEntity id collision: Entity id…


UI
UI


Fixed an issue where player could not exit the ASOP terminal once its been interacted with.
Fixed an issue where loadout items weren’t appearing in their proper categories in the Personal Manager.
Fixed an issue where applying a new ship loadout did not affect the ship.
Fixed an issue where Levski was missing navigation markers, making it difficult to locate.
Fixed an issue where the player’s location was missing on the Starmap.
Fixed an issue where the mobiGlas was not visible from the pilot seat in various ships.
Fixed an issue with in-game text appeared in the wrong font and color.


Stanton
Stanton


Fixed an issue where escort ship models were replaced with a box.
Fixed an issue where loading into Stanton resulted in poor performance even with no other players present.
Fixed an issue where gaining aUEC disconnected the player and didn’t allow them to reconnect to a Stanton instance.
Fixed an issue where the Administration desk became unusable when attempting to deliver an item.
Fixed an issue where players couldn’t open the Levski EZhab doors after spawning there.
Fixed an issue where an AI ship in escort missions would become stuck while scanning.
Fixed an issue where commodity kiosks did not present players with any purchasing options.
Fixed an issue where certain missions would auto complete after 15 minutes.
Fixed an issue where the character’s oxygen supply would continually deplete even in safe environments.
Fixed an issue where purchasing a commodity and quitting would make the terminal inoperable.
Fixed an issue where shopkeepers were missing from Levski.
Fixed an issue where mission markers were not always appearing in the environment.
Fixed an issue where a particular mission would reappear as an available mission even after completion.
Fixed an issue where spawning multiple ships at once would break ship spawning.
Fixed an issue where areas to pick up and drop off mission items were missing from habitation outposts.
Fixed an issue where the backup ATC AI responded to landing requests rather than the voiced AI NPC.
Fixed an issue where the gravity of a planet extended too far up into space.
Fixed an issue where the all of Grim HEX’s exterior was a green zone, so players could not equip weapons.

Star Marine

Fixed an issue where players would stall when a terminal is captured.


Network
Network


Fixed an issue where CserializedToken would not be released after the client disconnected, resulting in other players not being able to control items spawned or used by previously connected clients.
Fixed an issue where after a server restart, players would lose all their items.
Fixed an issue where players with corrupted persistence data could cause the server to crash when they spawned a ship.
Fixed an issue where remote clients would jitter and stutter when walking around.


Vehicles
Vehicles


Fixed an issue where interaction prompts didn’t appear in the Drake Herald.
Fixed an issue where fuel tank items would be missing from ships, making them unflyable.
Fixed an issue where Constellation ships could not be loaded with cargo.
Fixed an issue where the rear doors on the Vanguard would not open or close.
Fixed an issue where Hydrogen Fuel never reached 0 when it was being consumed.
Fixed an issue where turrets were missing from the Starfarer.
Fixed an issue where the Hornet’s landing gear did not animate properly.
Fixed an issue where interaction points to enter a vehicle did not appear.
Fixed an issue where the cockpit instrumentation panel moved out of place when entering the ship.
Fixed an issue where the HUD was missing from the Caterpillar.
Fixed an issue with the cockpit glass of the Vanguard appearing too opaque.
Fixed an issue where the port and starboard hull doors of the Caterpillar would have invisible collision when opened.
Fixed an issue where the Freelancer didn’t appear in the ASOP terminal.
Fixed an issue wheer the player was unable to toggle through the support screens.
Fixed an issue where the Origin 85x was missing its cooler.
Fixed an issue with certain ships didn’t have support screens.


Game Code
Game Code


Fixed an issue where players received an “Undefined” error when spawning a ship with the ASOP terminals.
Fixed an issue where ships would have to be powered off and on again before being able to use the weapons.
Fixed an issue where Eckhart was jogging on the spot.
Fixed an issue where lights on orbiting moons would flash and flicker.
Fixed an issue where destroyed ships could not be respawned during the same play session.
Fixed an issue where spawning the same ship a second time would cause its missiles to fall off.
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Fixed an issue where the ATC would not clear up landing pads to make room for new ships.
AI
Fixed an issue where players would be invisible after spawning into Stanton.

Fixed an issue where AI ships had their weapons disabled.


Misc
Misc


Fixed an issue where the ATC audio would constantly repeat when landing on the wrong landing pad.
Fixed an issue that created multiple errors when the player modified their loadout.


User Experience Polish Pass (On-going):
User Experience Polish Pass (On-going):
Improvement of Our Overall Framerate
Improvement of Our Overall Framerate


We have decided to spend time increasing performance on the client and server side.
We have decided to spend time increasing performance on the client and server side.


Player Count & General Stability
Player Count & General Stability


Currently, performance and stability drop sharply once the active players in a server reach 12-15 players.
Currently, performance and stability drop sharply once the active players in a server reach 12-15 players.


Space Landscaping
Space Landscaping


We are working on some extra Graphics code for the GPU particle system to support the creation of new VFX to implement space dust at points around Stanton. This will continue to be iterated on to create some more elaborate assets.
We are working on some extra Graphics code for the GPU particle system to support the creation of new VFX to implement space dust at points around Stanton. This will continue to be iterated on to create some more elaborate assets.


Basic Ship Security
Basic Ship Security


With the gameplay we’re adding in to 3.0.0, we’re conscious that there may be some other players that would love to kill you and take your ship. To help prevent this, we wanted to implement some basic security that will allow you to lock the ship, so only you have the ability to pass freely through its doors. Part of this work includes adding destruction for external ship doors to allow for the other half: basic breaching / boarding.
With the gameplay we’re adding in to 3.0.0, we’re conscious that there may be some other players that would love to kill you and take your ship. To help prevent this, we wanted to implement some basic security that will allow you to lock the ship, so only you have the ability to pass freely through its doors. Part of this work includes adding destruction for external ship doors to allow for the other half: basic breaching / boarding.


Rotating and Orbiting Planets
Rotating and Orbiting Planets


We are very keen to make the Stanton map feel more organic as a real environment and having the planets rotate and orbit will really help with this.
We are very keen to make the Stanton map feel more organic as a real environment and having the planets rotate and orbit will really help with this.
This will also introduce a proper day/night cycle when you’re on a planet surface which in turn opens up further gameplay possibilities.
This will also introduce a proper day/night cycle when you’re on a planet surface which in turn opens up further gameplay possibilities.