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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 1st, 2017
Last update : Sep 8th, 2017


3.0.0 Overview
3.0.0 Overview
Bug Progress
Bug Progress


Our Gamescom team is back from a successful showing of Star Citizen in Cologne. Thousands of people got to experience one of the moons of Alpha 3.0 firsthand in our show floor booth and many also got a chance to see more at the Gloria Theater in downtown Cologne Friday night. Essentially those attendees at the show were our first external “testers” for 3.0 and while they were busy having fun flying and adventuring around the new areas of Star Citizen, they also helped us identify more bugs in the game as we continue efforts to bring 3.0 to its live launch. As a result of all the “play testing” at Gamescom, our bug count has taken an upward swing this week as more issues were discovered during the demos in our booth. Last week the must-fix issues totaled 68 and this week saw a jump up to 94. While that seems like a large increase, it is very much a part of the burn-down process in game development. Also these bugs were discovered much quicker due to the sheer numbers of players who came through our booth (2,000 +). The process also showed us that the build isn’t quite ready for a wider test, just yet. Since Gamescom, the SC team has been hard at work to bring those numbers to a level where we can “go wider” with the Evocati, the PTU and the entire player base.
After a solid week of bug fixing and triage, we are happy to report that the critical issue list for Star Citizen Alpha 3.0 Evocati is heading back in the right direction. Last week we reported that list had jumped up to 94 major bugs thanks to issues discovered during our Gamescom demos, but this week they received our full attention with a heavy dose of bugsmashing and were brought down to 76. Alongside the triage and bugfixing, we’ve continued to review key features (this week we tackled Comms and Missions), to consider any extra work needed, then we will update the plan for these features for delivery to Evocati, Public PTU, 3.0 LIve, and beyond, as necessary.


One other news of note. This week, we’ll be pulling down the various project timelines on our weekly dev schedule as our bug burn down numbers become even more critical to our launch and are much more of a driving force in our ultimate goal: getting 3.0 in your hands.
This burn down Evocati window is coming to a close soon. Even though this process can be a bit of a rollercoaster ride with crazy fluctuations, even day to day, we feel providing you with this sort of transparency in our development is something of value as you continue this journey with us. We’ll be back next week with further updates as we draw ever closer to 3.0’s unveiling for all our backers.
Remaining Must Fix Issues For Evocati:
Remaining Must Fix Issues For Evocati:


What you see below is a numerical representation of issues the team are 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 in CDeviceBufferManager::Destroy
Fixed a crash in CTX::ContextGroup::AddChild
Fixed a crash in CSkyLineComponent::InitializeStarMap
Fixed a crash in CSkyLineComponent::InitializeStarMap
Fixed a crash in CrashHandler: CSCItemQuantumDrive::PrepForJump
Fixed a crash in CSCAirTrafficControllerDataManager::DoSpawnShip
Fixed a crash in CInteractionPoint::GetLocalBounds
Fixed a crash in SInteriorVolume::check
Fixed a crash in CNetwork::SyncWithGame
Fixed a crash in CVehicleEjectionDestructionLifetimeAuthorizer::AuthorizeRemoval
Fixed a crash in CRenderMesh::~CRenderMesh
Fixed a crash in CFrontendPUSplashComponent::FlashCallback_OnLocationButtonPress
Fixed a crash in CSkyLineComponent_WD::Enter
Fixed a crash in CPhysicalPlaceholder::SetGrid
Fixed a crash in CZoneSystem::MoveToZoneData_Impl
Fixed a crash in CPhysicalWorld::DestroyPhysicalEntity
Fixed a crash in CZone::UpdateObjectsBBox_ZonePartition
Fixed a crash in CEntityComponentSystem::UnregisterComponent
Fixed a crash in CXConsole::RegisterString
Fixed a crash in JobManager::CJobManager::ReleaseSemaphore
Fixed a crash in CrySystem.dll!JobManager::CJobManager::WaitOnSemaphore
Fixed a crash in CArticulatedEntity::SetParams
Fixed a crash in QSortFilterProxyModel::parent
Fixed a crash in CVehiclePartAnimated::UnloadAssociatedObjectContainer
Fixed a crash in GASMathCtorFunction::Pow
Fixed a crash in CSCItemSystem::RemoveItem
Fixed a crash in CThrusterManager::clampToGrid
Fixed a crash in CPlayer::ShouldFilterOutExplosion
Fixed a crash in CPlayer::ShouldFilterOutHit
Fixed a crash in CTextureStreamer::StartPrepare
Fixed a crash in CFrontendController::SetCameraMode
Fixed a crash in CJournalScreenComponent::Enter
Fixed a crash in spatial_grid::thunk_pool_t::resize
Fixed a crash in CSystem::Render
Fixed a crash in CSCItem::GetHostCharacter
Fixed a crash in CSCActorBreathingComponent::UpdateBreathingStyleParams
Fixed a crash in CVehicleVisorHud::GetRadarDataBank


UI
UI


Fixed an issue where closing the StarMap would cause the game to close.
Fixed an issue where an ICC Probe was not present in the Starmap.
Fixed an issue where the button to confirm your Quantum Travel destination didn’t appear in the StarMap.
Fixed an issue where opening the StarMap near other players that also have the Starmap open woud result losing control of your Starmap.
Fixed an issue where the player could not open the StarMap if the ship was in motion.
Fixed an issue where mission titles were missing in the mobiGlas contract tracking app.
Fixed an issue where the targeting markers would not always show the focused target.


Stanton
Stanton


Fixed an issue where the delivery mission types would display a “No Mission Entry is Active” message.
Fixed an issue where players were unable to sell commodities at kiosks.
Fixed an issue where elevators in the hangar at Levski would not respond.
Fixed an issue where asteroids in the Starmap were obscuring Quantum Travel destinations.
Fixed an issue where AI ships had non-functioning weapons.
Made several performance improvements throughout the Stanton map.
Fixed an issue where dead bodies appeared in a “T-Pose” position.
Fixed an issue where certain Quantum Travel points would appear as out of range and inaccessible, despite being in range.
Fixed an issue where players could not land at Levski.
Fixed an issue where an issue where Comm calls would not trigger the ATC system.
Fixed an issue where players would not be able to spawn ships via the ASOP terminals.
Fixed an issue where Yela appeared with placeholder textures over its surface.
Fixed an issue where mission markers would not appear in certain missions.
Fixed an issue where inspecting a weapon would make it unable to be interacted with again.
Fixed an issue where the player could be teleported into space and back again if they ejected while in a planet’s atmosphere.
Fixed an issue where some structures outside Levski appeared with placeholder textures.
Fixed an issue where a mission critical item was being spawned in the middle of an asteroid and was impossible to pick up.
Fixed an issue where the customs desk on Port Olisar appeared with placeholder textures.
Fixed an issue where the Levski elevators didn’t have buttons.
Fixed an issue where the player would not receive payment for completing missions.


Arena Commander
Arena Commander


Fixed an issue where vehicles would not load in a ‘flight ready’ state, which required the player to cycle the flight ready status.
Fixed an issue where players could pass through the map boundary and remain alive.


Vehicles
Star Marine


Fixed an issue where the Rover would not take damage after falling from a great height as long as it landed on its wheels.
Fixed an issue where players joining the same session would not be in sync.
Fixed an issue where the Herald didn’t have any shields.
Fixed an issue where the Cutlass Black was missing external side doors.
Fixed an inclusion issue that caused the cockpit glass to display as a placeholder texture on the Reliant.


Game Code
Vehicles


Fixed an issue where using the ladder from the cargo bay of the Constellation would kill the player.
Fixed an issue where display screens in the Gladius and Constellation appeared with placeholder textures which blocked any functionality.
Fixed an issue where the game would use planetary gravity to orient the player when they’re in a ship.
Fixed an issue where sitting in the pilot seat of the Aurora would place the pilot upside down in the seat.
Fixed an issue where carried items would only be attached to one hand.
Fixed an issue where some display screens were missing from the ARGO.
Fixed an issue where crossing a physics grid would cause the Armistice Zone status to update.
Fixed an issue where the Hornet spawned with a duplicate control stick.
Fixed an issue where entering the lower turret of the Retaliator caused the character to be pushed through ship geometry and out of the ship.


Network
Game Code


Fixed an issue where clients received a serialization error after a vehicle is destroyed.
Fixed an issue where item ports would be difficult to use when holding a crate.
Fixed a 30033 disconnection.
Fixed an issue where accepting a party request from one location to another would force close the game client with no error message.
Fixed an issue where exiting the pilot seat of a ship after using certain nav points would cause the player to be teleported back to their journey origin.
Fixed an issue where it was possible to make cargo float when using interactions.
Fixed an issue where clients could take an excessively long time to connect.
Fixed an issue in the interaction system that made it difficult to differentiate between items placed next to each other.
Fixed an issue where player characters would slide along the floor when picking up an item from shelves.
Fixed an issue where placing a black box mission item down in the back of a Rover would cause it to fall through the floor.
Fixed an issue where player characters could fall from great heights and receive no damage.
Fixed an issue where the heat from weapons on the Buccaneer energy weapons would not dissipate, leaving the ship without weapons.
Fixed an issue where players were experiencing excessive load times.


AI
AI


Fixed an issue where the AI Vanduul ships in Vanduul Swarm would not move.
Fixed an issue where all NPCs would be static.
Fixed an issue where AI would cause an “Unable to Locate Helper” warning spamming the server logs.
Fixed an issue where NPCs would appear as placeholder balls.
Fixed an issue where all NPC’s would be “T-Posed” and stationary.


Misc
Misc


Fixed an issue where some clothing items were missing from NPC’s.
Fixed an issue where various items around Levski would appear as placeholder items.
Fixed an issue where the wake up animation was offset when spawning in Grim HEX.
Fixed an issue where the Quantum Travel VFX could start late and cut out early.


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.


Player Interaction System – User Experience Improvements
Player Interaction System – User Experience Improvements


We want to give players the ability to more intuitively interact with items and objects within the game, but also find ways to indicate to the player what type of interaction they would be performing (pick up, start conversation, push button, etc).
We want to give players the ability to more intuitively interact with items and objects within the game, but also find ways to indicate to the player what type of interaction they would be performing (pick up, start conversation, push button, etc).


Race Tracks on Planets
Race Tracks on Planets


To give our planetary environments extra points of interest, and also an excuse to drive ground-based vehicles around at high speed, we thought the best way to do this was to build some rudimentary race tracks on the planets that would have been previously used by the research teams as a way to blow off steam and have fun.
To give our planetary environments extra points of interest, and also an excuse to drive ground-based vehicles around at high speed, we thought the best way to do this was to build some rudimentary race tracks on the planets that would have been previously used by the research teams as a way to blow off steam and have fun.


Remaining work required for 3.0.0 Release
Remaining work required for 3.0.0 Release


The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.
The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.


Tasks are either feature complete, or have an ETA for completion.
Tasks are either feature complete, or have an ETA for completion.


Some tasks may require further QA, bug-fixing and iteration.
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.
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.
3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.


The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe.
The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe.




Planetary Update
Planetary Update


Yela
Yela


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, then 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, then 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.


Cellin
Cellin






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.


Daymar
Daymar


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 crevasses. 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 crevasses. 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.


Persistent Universe Content
Persistent Universe Content


Improved Lighting for Fog Tech
Improved Lighting for Fog Tech


We have implemented a new fog system in the game to improve the overall feel in various environments such as ships and shops. In doing this, we need to convert the old fog volumes to this new system and do another sweep through existing lighting to ensure the new fog works with the lights correctly. This work is still being estimated due to cross-discipline dependencies.
We have implemented a new fog system in the game to improve the overall feel in various environments such as ships and shops. In doing this, we need to convert the old fog volumes to this new system and do another sweep through existing lighting to ensure the new fog works with the lights correctly. This work is still being estimated due to cross-discipline dependencies.
We have started the task of relighting all the environments and ships to incorporate this new feature. However, due to the volume of work, it is likely to be an ongoing process and extend beyond 3.0.0, so we will relight everything we can up to the live release and then address whatever remains in a future patch.
We have started the task of relighting all the environments and ships to incorporate this new feature. However, due to the volume of work, it is likely to be an ongoing process and extend beyond 3.0.0, so we will relight everything we can up to the live release and then address whatever remains in a future patch.


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.
We’re aiming to complete Ruto’s initial setup in Subsumption today, but there will be further support needed from both Gamecode Engineering and Graphics Engineering after this point.
We’re aiming to complete Ruto’s initial setup in Subsumption today, but there will be further support needed from both Gamecode Engineering and Graphics Engineering after this point.
ETA is 8th September
ETA is 8th September


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
Moons
Moons
Surface Outposts
Surface Outposts
Additional Surface Outposts
Additional Surface Outposts
Surface Outposts Lighting
Surface Outposts Lighting
Basic Derelict Ships
Basic Derelict Ships
Inhabited Derelict Ship Sites
Inhabited Derelict Ship Sites
Debris Fields
Debris Fields
Delamar / Levski
Delamar / Levski


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


Cockpit Experience
Cockpit Experience


The Cockpit Experience sprint team focused on improving the overall player experience in the cockpit by refining the cockpit geometry, character placement, g-force/hit reactions, VFX, Audio, UI, as well as code support for things like camera shaking and hooking into ship health systems to display proper damage.
The Cockpit Experience sprint team focused on improving the overall player experience in the cockpit by refining the cockpit geometry, character placement, g-force/hit reactions, VFX, Audio, UI, as well as code support for things like camera shaking and hooking into ship health systems to display proper damage.
ETA is 5th September
ETA is TBD


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
Player Manned Turrets
Player Manned Turrets
Pick Up & Carry
Pick Up & Carry
Item 2.0 Ship Conversion
Item 2.0 Ship Conversion
Item 2.0
Item 2.0
Operator Seats
Operator Seats
Radar System
Radar System
Light Control System
Light Control System
Fuel / Refuel
Fuel / Refuel
Power Supply / Pipes
Power Supply / Pipes
Quantum Drive
Quantum Drive
Insurance
Insurance
Stamina
Stamina
Doors & Airlocks
Doors & Airlocks
Cargo
Cargo
Commodities
Commodities
Kiosk Support
Kiosk Support
Atmospheric Entry Support
Atmospheric Entry Support
Persistent Damage, Ammo, and Missiles
Persistent Damage, Ammo, and Missiles
Repair
Repair
Inventory System Support
Inventory System Support
Rover and Dragonfly in Ships
Rover and Dragonfly in Ships
IFCS Performance Improvements
IFCS Performance Improvements
Hint System
Hint System


Core Tech
Core Tech


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 Spacebox Editor Python integration.
Updated Spacebox 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
Planetary Tech
Planetary Tech
Solar System Tool
Solar System Tool
Entity Update Component Scheduler
Entity Update Component Scheduler
Entity Owner Manager
Entity Owner Manager


UI
UI


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.
This feature has been impacted due to the team helping support other bugfixing needs.
This feature has been impacted due to the team helping support other bugfixing needs.
ETA is TBD
ETA is TBD


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.
During recent gameplay reviews with the directors, additional items of polish and general feature feedback has been received and incorporated into the schedule to achieve the desired level of polish we require before releasing.
UI Engineering have been working to fix a few blocking issues in the Vehicle Customisation code to allow them to continue their work in the way they need. These bugs have taken more time than anticipated, which has impacted the completion estimate.
ETA is 4th September
ETA is 11th September (was 4th September)


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.
During recent gameplay reviews with the directors, additional items of polish and general feature feedback has been received and incorporated into the schedule to achieve the desired level of polish we require before releasing.
During recent gameplay reviews with the directors, additional items of polish and general feature feedback has been received and incorporated into the schedule to achieve the desired level of polish we require before releasing.
The date has moved out slighty due to extra debugging and support.
Further bugfixing support on other systems was required over the last week. The UI team is aiming to have this completed by early next week.
ETA is 4th September (was 29th August)
ETA is 12th September (was 4

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.
During recent gameplay reviews with the director