| 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. 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. | | 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. |
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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. |
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| 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. |
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| 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 : June 2nd, 2017 | | Last update : June 9th, 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. As you’ll see below, the new content and underlying tech in this release which will greatly enhance player experience. | | The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. As you will see from the various subsections below, there have been quite a few alterations to feature dates to clarify some of the TBD’s left over from the previous week’s update. Discipline leads took a step back this week to fully evaluate the remaining work required to close out 3.0 development to identify further work and blocking issues. Also, after this review, we came to realize that some additional features might be helpful to add to 3.0 to further improve the overall experience, such as a first version of our Hint system. As a result of this, we have adjusted our Live date in order to preserve sufficient testing time with the Evocati and on the PTU, which is invaluable to us in order to properly stress our systems and provide a better experience. |
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| PLANETARY UPDATE | | PLANETARY UPDATE |
| 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 |
| Click here to view Schedule | | |
| PERSISTENT UNIVERSE CONTENT | | PERSISTENT UNIVERSE CONTENT |
| Click here to view Schedule | | |
| MOONS | | MOONS |
| 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 |
| SURFACE OUTPOSTS | | SURFACE OUTPOSTS |
| 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 |
| SURFACE OUTPOSTS LIGHTING | | SURFACE OUTPOSTS LIGHTING |
| 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 |
| ETA is June 26th | | ETA is June 26th |
| MISSION GIVERS | | MISSION GIVERS |
| 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. |
| Date adjusted to continue to account for additional newly identified requirements | | Since this mechanic is setup with new technology that is still being developed, this delay is to ensure that our high quality bar is maintained and that our designers are able to properly implement the mission givers. |
| ETA is 9th June (was June 2nd) | | ETA is 30th June (was 9th June) |
| DERELICT SHIPS | | DERELICT SHIPS |
| Derelict ships will be added to the system for extra points of interest and exploration. | | Derelict ships will be added to the system for extra points of interest and exploration. |
| Art for the derelict ships is now complete, however audio will require more time to complete their work | | To improve the immersive experience for players in 3.0.0, some additional art tasks were highlighted during a review to accommodate greater utilization of the derelicts’ mission flow |
| ETA is 9th June (was 26th May) | | ETA is 16th June (was 9th June) |
| DEBRIS FIELDS | | DEBRIS FIELDS |
| Feature Complete | | Feature Complete |
| DELAMAR / LEVSKI (STRETCH GOAL) | | DELAMAR / LEVSKI (STRETCH GOAL) |
| We are adding the planet Delamar and the landing zone, Levski | | We are adding the planet Delamar and the landing zone, Levski |
| Following meetings on what we could aim to achieve for 3.0.0, we have moved our date out to accommodate this goal. | | Following meetings on what we could aim to achieve for 3.0.0, we have moved our date out to accommodate this goal. |
| ETA is 30th June (was 1st June) | | ETA is 30th June (was 1st June) |
| ALREADY COMPLETE IN THE 3.0.0 BRANCH: | | ALREADY COMPLETE IN THE 3.0.0 BRANCH: |
| 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 |
| GAMEPLAY | | GAMEPLAY |
| Click here to view Schedule | | |
| PLAYER MANNED TURRETS | | PLAYER MANNED TURRETS |
| ETA is 8th June | | Feature Complete |
| PICK UP & CARRY | | PICK UP & CARRY |
| 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. |
| We have decided to make further improvements to this system that will have better gameplay implications, such as interacting with cargo that is in a ZeroG environment. | | We have decided to make further improvements to this system that will have better gameplay implications, such as interacting with cargo that is in a ZeroG environment. |
| ETA is 12th June | | ETA is 26th June (was 12th June) |
| ITEM 2.0 SHIP CONVERSION – PART 1 | | ITEM 2.0 SHIP CONVERSION – PART 1 |
| 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 |
| ITEM 2.0 SHIP CONVERSION – PART 2 | | ITEM 2.0 SHIP CONVERSION – PART 2 |
| 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. |
| ETA is 23rd June | | ETA is 23rd June |
| ITEM 2.0 | | ITEM 2.0 |
| 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 |
| INSURANCE | | INSURANCE |
| This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider. | | This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider. |
| Network engineering and persistence work has progressed allowing us to move forward on this feature | | Changes to netcode and persistence resulted in delays to this work |
| ETA is 9th June (was 2nd June) | | ETA is 23rd June (was 9th June) |
| STAMINA | | STAMINA |
| 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. |
| DOORS & AIRLOCKS | | DOORS & AIRLOCKS |
| 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. |
| Delays on the tech side of this task have impacted the in-game implementation and caused the end date of this feature to move out. | | Delays on the tech side of this task have impacted the in-game implementation and caused the end date of this feature to move out. |
| ETA is 22nd June (was 31st May) | | ETA is 22nd June (was 31st May) |
| CARGO | | CARGO |
| Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location. | | Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location. |
| Work on this is delayed due to a needed task from the Network Engineering team. | | Work on this is delayed due to a needed task from the Network Engineering team. |
| ETA is 16th June (was 2nd June) | | ETA is 19th June (was 16th June) |
| COMMODITIES | | COMMODITIES |
| Implementing items to represent units of tradeable cargo. | | Implementing items to represent units of commodity cargo. |
| Work on this is delayed due to waiting on a needed task from the Network Engineering team | | Integrating commodities with the shop services for buying and selling from ship cargo has added additional tasks |
| ETA is 9th June (was 2nd June) | | ETA is 23rd June (was 9th June) |
| KIOSK SUPPORT | | KIOSK SUPPORT |
| Support UI on kiosks for buying and selling of cargo. | | Support UI on kiosks for buying and selling of cargo. |
| ETA is 9th June (was 2nd June) | | Delayed to offer the player additional functionality within Kiosks for 3.0.0 |
| | | ETA is 23rd June (was 9th June) |
| ATMOSPHERIC ENTRY SUPPORT | | ATMOSPHERIC ENTRY SUPPORT |
| Feature Complete | | Feature Complete |
| PERSISTENT DAMAGE, AMMO AND MISSILES | | PERSISTENT DAMAGE, AMMO AND MISSILES |
| Persistence ensures that your vehicle state is saved between sessions. | | Persistence ensures that your vehicle state is saved between sessions. |
| Work on this is delayed due to waiting on a needed task from the Network Engineering team. | | Work on this is delayed due to waiting on a needed task from the Network Engineering team. |
| ETA is 7th June (was 2nd June) | | Feature Complete |
| REPAIR | | REPAIR |
| Feature Complete | | Critical fault needs to be fixed in the repair system |
| | | ETA is 16th June (was Feature Complete) |
| INVENTORY SYSTEM SUPPORT | | INVENTORY SYSTEM SUPPORT |
| 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. |
| Work on this is delayed due to a needed task from the Network Engineering team. | | Work on this is delayed due to a needed task from the Network Engineering team. |
| ETA is 16th June (was 2nd June) | | ETA is 16th June (was 2nd June) |
| ROVER AND DRAGONFLY IN SHIPS | | ROVER AND DRAGONFLY IN SHIPS |
| 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 |
| Work on this is delayed due to needing ship physics to be altered to allow for vehicles to be placed inside | | Work on this is delayed due to needing ship physics to be altered to allow for vehicles to be placed inside |
| ETA is 16th June (was 2nd June) | | ETA is 16th June (was 2nd June) |
| IFCS PERFORMANCE IMPROVEMENTS – NEW ADDITION | | IFCS PERFORMANCE IMPROVEMENTS – NEW ADDITION |
| 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 |
| | | HINT SYSTEM |
| | | 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 |
| | | ETA is 30th June |
| ALREADY COMPLETE IN THE 3.0.0 BRANCH: | | ALREADY COMPLETE IN THE 3.0.0 BRANCH: |
| 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 |
| CORE TECH | | CORE TECH |
| Click here to view Schedule | | |
| PLANETARY TECH | | PLANETARY TECH |
| Feature Complete | | Feature Complete |
| SOLAR SYSTEM TOOL | | SOLAR SYSTEM TOOL |
| Feature Complete | | Feature Complete |
| 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. |
| ETA is 31st May | | 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. |
| | | ETA is 30th June (was 31st May) |
| 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 |
| Feature on hold temporarily due to network system persistence dependencies. | | Feature on hold temporarily due to network system persistence dependencies. |
| ETA is 12th June (was 31st May) | | ETA is 12th June (was 31st May) |
| 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 |
| Click here to view Schedule | | |
| 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 |
| Kiosk shopping will allow players to buy and sell commodities. | | Kiosk shopping will allow players to buy and sell commodities. |
| Some Kiosk tasks are taking longer than expected, and there have also been some blocking issues that were prioritized. | | Delayed to offer the player additional functionality within Kiosks for 3.0.0 |
| ETA is 7th June (was 30th May) | | ETA is 23rd June (was 7th June) |
| 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. |
| ETA is 5th June (was 26th May) | | Delayed after a recent review where additional work has been brought forward to 3.0.0 to ensure players have more control over their ships |
| | | ETA is 27th June (was 5th June) |
| 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. |
| ETA is 22nd June (was 31st May) | | Character customization has been delayed due to the additional work that Engineering needed to address for StarMap. |
| | | ETA is 4th July (was 22nd June) |
| | | |
| 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. |
| ETA is 8th June (was 23rd May) | | Starting work for the Personal Manager App was delayed because of additional engineering work for the StarMap. |
| | | ETA is 21st June (was 8th June) |
| MISSION MANAGER APP | | MISSION MANAGER APP |
| This is a redesign of the Mission App that is currently available within mobiGlas and is the next step to allow players more control over their mission tracking. | | This is a redesign of the Mission App that is currently available within mobiGlas and is the next step to allow players more control over their mission tracking. |
| Revised date based on updated completion date of the Kiosk UI. This work will be started after the Kiosk UI is complete. | | Mission Manager has been delayed in order to provide additional control to players for 3.0.0. |
| ETA is TBD (was 2nd June) | | ETA is 21st June (was 2nd June) |
| 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 |
| ETA is 6th June (was 1st June) | | Cargo has been delayed in order to create some portable filtering selections that can be used across kiosks, cargo and inventory. |
| | | ETA is 19th June (was 6th June) |
| 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. |
| ETA is 28th June | | Delayed due to the additional work needed for the StarMap. |
| | | ETA is 6th July (was 28th June) |
| 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. |
| ETA is 15th June | | Ship selector and insurance has been re-prioritized within the schedule to accurately reflect the intended goals of the UI team |
| | | ETA is 3rd July (was 15th June) |
| 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. |
| ETA is 9th June | | 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. |
| ETA is 6th June (was 2nd June) | | Inventory has been delayed in order to create some portable filtering selections that can be used across kiosks, cargo and inventory. |
| | | ETA is 19th June (was 6th June) |
| 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. |
| ETA is TBD (was 1st June) | | Mission Board has been delayed in order to support some additional features. |
| | | ETA is 21st June (was 1st June) |
| 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. |
| The StarMap is now functional and in game. However, we have decided to make some further changes to the feature to make the App look more visually pleasing and also be a more intuitive experience for the player. This work is still being fully scoped out, but we will aim to have a new ETA next week | | After a recent review, additional art and engineering tasks have been called out to ensure the StarMap is as polished as it can be for 3.0.0. |
| ETA is TBD (was 24th May) | | ETA is 26th June (was 24th May) |
| UI OWNER COMPONENT | | UI OWNER COMPONENT |
| Feature Complete | | Feature Complete |
| MOBIGLAS OVERHAUL | | MOBIGLAS OVERHAUL |
| The UI team doing an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system easier to maintain for the UI team and has become a necessity as 3.0.0 work has progressed further. | | The UI team doing an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system easier to maintain for the UI team and has become a necessity as 3.0.0 work has progressed further. |
| ETA is TBD (was 2nd June) | | mobiGlas overhaul has been re-prioritized within the schedule in order to accurately reflect the intended planned work following a recent review. |
| | | ETA is 12th June (was 2nd June) |
| | | 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. |
| | | ETA is 30th June |
| AI | | AI |
| Click here to view Schedule | | |
| 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. |
| ETA is 31st May | | Bugfixing issues in the mission system have caused this date to move out |
| | | ETA is 30th June (was 12th 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. |
| The AI team encountered problems with the ship archetypes that required further support from the LA Engineering team. These issues are now solved, allowing the AI team to continue. | | The issues that the AI team were having with the ship archetypes have now been fixed. Unfortunately, more issues have arisen that are stopping further progress being made. These new issues have been divided between AI Engineering and the LA Engineering team. |
| ETA is 9th June (was 31st May) | | ETA is 23rd June (was 9th June) |
| GRAPHICS | | GRAPHICS |
| Click here to view Schedule | | |
| 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. |
| ETA is 15th June (was 24th May) | | This has moved out due to additional needs to the feature in order to achieve our 3.0.0 goals. |
| | | ETA is 29th June (was 15th June) |
| 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. |
| ETA is 9th June (was 2nd June) | | 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 PARTICLES | | GPU PARTICLES |
| Feature Complete | | Feature Complete |
| ENGINE TRAILS & CONTRAILS | | ENGINE TRAILS & CONTRAILS |
| Build issues and developer illness have had quite an impact on the delivery date for this work. | | Build issues and developer illness have had quite an impact on the delivery date for this work. |
| ETA is 23rd June (was 26th May) | | ETA is 23rd June (was 26th May) |
| | | ASTEROID PHYSICS |
| | | We are making the switch to move the asteroid system to the new “Physics on Demand” system to allow the server and clients to dynamically create and simulate any portion of the asteroid field rather than just the area near the player. |
| | | ETA is 19th June |
| | | EXPOSURE IMPROVEMENTS |
| | | We are adding support for peripheral vision to be taken into account, not just what is onscreen. This will avoid situations when looking into a space when there is something very bright (such as a planet surface so space station) just off screen. |
| | | ETA is 26th June |
| 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 |
| Click here to view Schedule | | |
| 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. |
| ETA is 16th June | | ETA is 16th June |
| SOLAR SYSTEM SHOP SERVICE | | SOLAR SYSTEM SHOP SERVICE |
| Feature Complete | | During a recent review, some additional work was highlighted that could be achieved for 3.0.0 |
| | | ETA is 16th June (was Feature Complete) |
| SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER” | | SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER” |
| The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality that the player sees matches what is in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service. | | The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality that the player sees matches what is in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service. |
| We are making making further improvements to the Mission Broker and how it ties in to the Mission System to further aid the player experience and make the missions flow better for the player. These new additions are still being fully scoped out and we aim to have a new ETA next week | | We are making making further improvements to the Mission Broker and how it ties in to the Mission System to further aid the player experience and make the missions flow better for the player. These new additions are still being fully scoped out and we aim to have a new ETA next week |
| ETA is TBD (was 25th May) | | ETA is 28th June (was 25th May) |
| NETWORK | | NETWORK |
| Click here to view Schedule | | |
| NEW MESSAGE QUEUE | | NEW MESSAGE QUEUE |
| Now that all our messages are strictly ordered we’ve been able to streamline the processing, allowing us to send and receive messages with less overhead. The new message queue also has extra features to handle packet loss and jitter, which helps reduce average bandwidth and latency. | | Now that all our messages are strictly ordered we’ve been able to streamline the processing, allowing us to send and receive messages with less overhead. The new message queue also has extra features to handle packet loss and jitter, which helps reduce average bandwidth and latency. |
| The Network team have been working through bugs that have arisen with this work that has caused the completion date to slip out. | | There were also some bugs we felt critical enough to sort out before this feature could enter the build, so this feature was delayed until the additional work is done to ensure the absolute smoothest integration into the game. |
| ETA is 9th June (was 31st May) | | ETA is 14th June (was 9th June) |
| 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. |
| Delayed due to Network needing to fix bugs that were blocking other departments from continuing their feature work. | | This feature has been delayed due to the complexity of integration with our current system |
| ETA is 9th June (was 2nd June) | | ETA is 20th June (was 9th June) |
| PERSISTENT DATA REFACTOR | | PERSISTENT DATA REFACTOR |
| The expanding capabilities of persistent data to support gameplay features in 3.0.0 has required the Network team to work on this refactor | | The expanding capabilities of persistent data to support gameplay features in 3.0.0 has required the Network team to work on this refactor |
| ETA is 19th June | | ETA is 19th June |
| SHIPS & WEAPONS | | SHIPS & WEAPONS |
| Click here to view Schedule | | |
| DRAKE DRAGONFLY | | DRAKE DRAGONFLY |
| Feature Complete. Some code bugs remain | | Feature Complete. Some code bugs remain |
| DRAKE CUTLASS BLACK | | DRAKE CUTLASS BLACK |
| Rework of the legacy ship | | Rework of the legacy ship |
| Delayed due to Art requiring more time, and also some of our internal software being updated causing some down time. This has had an impact for the disciplines further down the pipeline. | | Delayed due to Art requiring more time, and also some of our internal software being updated causing some down time. This has had an impact for the disciplines further down the pipeline. |
| ETA is 16th June (was 26th May) | | ETA is 16th June (was 26th May) |
| RSI CONSTELLATION AQUILA | | RSI CONSTELLATION AQUILA |
| Feature Complete. Some code bugs remain | | Feature Complete. Some code bugs remain |
| RSI URSA ROVER | | RSI URSA ROVER |
| Ground exploration vehichle. | | Ground exploration vehichle. |
| Delayed due to waiting on code support. | | Additional tech art and code time required due to support smooth interaction with the Constellation Aquila |
| ETA is 9th June (was 2nd June) | | ETA is 16th June (was 9th June) |
| MISC PROSPECTOR | | MISC PROSPECTOR |
| Feature Complete. Some code bugs remain. | | Feature Complete. Some code bugs remain. |
| 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. |
| Complex VFX for the Railgun has pushed the completion of this back | | Complex VFX for the Railgun has pushed the completion of this back |
| ETA is 9th June (was 8th June) | | The review for this weapons has brought up some additional issues to solve |
| | | ETA is 16th June (was 9th June) |
| KSAR DEVASTATOR-12 SHOTGUN | | KSAR DEVASTATOR-12 SHOTGUN |
| Rework of the legacy weapon. | | Rework of the legacy weapon. |
| Complex VFX for the Railgun has pushed the completion of this back | | Complex VFX for the Railgun has pushed the completion of this back |
| ETA is 9th June (was 8th June) | | ETA is 9th June (was 8th June) |
| 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 |
| STAR CITIZEN | | STAR CITIZEN |
| GETTING STARTED | | GETTING STARTED |
| DOWNLOAD | | DOWNLOAD |
| FUNDING | | FUNDING |
| THE VISION | | THE VISION |
| STARMAP | | STARMAP |
| SHIP MATRIX | | SHIP MATRIX |
| ALL EVENTS | | ALL EVENTS |
| SQUADRON 42 | | SQUADRON 42 |
| ABOUT THE GAME | | ABOUT THE GAME |
| PLEDGE NOW | | PLEDGE NOW |
| COMM-LINK | | COMM-LINK |
| ALL | | ALL |
| TRANSMISSIONS | | TRANSMISSIONS |
| CITIZENS | | CITIZENS |
| ENGINEERING | | ENGINEERING |
| SPECTRUM DISPATCH | | SPECTRUM DISPATCH |
| NEWSLETTER ARCHIVES | | NEWSLETTER ARCHIVES |
| STORE | | STORE |
| ALL ITEMS | | ALL ITEMS |
| SHIPS | | SHIPS |
| GAME PACKAGES | | GAME PACKAGES |
| SHIP UPGRADES | | SHIP UPGRADES |
| SUBSCRIPTIONS | | SUBSCRIPTIONS |
| VOYAGER DIRECT | | VOYAGER DIRECT |
| ELECTRONIC ACCESS | | ELECTRONIC ACCESS |
| REFERRAL PROGRAM | | REFERRAL PROGRAM |
| COMMUNITY | | COMMUNITY |
| COMMUNITY HUB | | COMMUNITY HUB |
| SPECTRUM | | SPECTRUM |
| FORUMS | | FORUMS |
| CHAT | | CHAT |
| ORGANIZATIONS | | ORGANIZATIONS |
| DEV TRACKER | | DEV TRACKER |
| LEADERBOARDS | | LEADERBOARDS |
| ISSUE COUNCIL | | ISSUE COUNCIL |
| FORUMS ARCHIVE | | FORUMS ARCHIVE |
| UTILITIES | | UTILITIES |
| HELP | | HELP |
| PRESS | | PRESS |
| CAREERS WITH US | | CAREERS WITH US |
| TERMS OF SERVICES | | TERMS OF SERVICES |
| PRIVACY POLICY | | PRIVACY POLICY |
| EULA | | EULA |
| DMCA | | DMCA |
| SOCIAL LINKS | | SOCIAL LINKS |
| FACEBOOK | | FACEBOOK |
| TWITTER | | TWITTER |
| YOUTUBE | | YOUTUBE |
| MESSAGE | | MESSAGE |
| © 2012-2017 Cloud Imperium Games Corporation & Roberts Space Industries Corp. | | © 2012-2017 Cloud Imperium Games Corporation & Roberts Space Industries Corp. |
| & Cloud Imperium Games UK Ltd. & Roberts Space Industries International Ltd. | | & Cloud Imperium Games UK Ltd. & Roberts Space Industries International Ltd. |
| Cloud Imperium Games | | Cloud Imperium Games |
| | | |