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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. 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.


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.


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.


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 : June 2nd, 2017
Last update : June 9th, 2017


3.0.0 OVERVIEW
3.0.0 OVERVIEW


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.


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.


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.


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, 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.


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 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.






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)
REPAIR
Feature Complete
Feature Complete
REPAIR
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 mobiGla
ETA is TBD (was 2nd June)
AI
Click here to view Schedule
MISSION SYSTEM
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
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.
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.
ETA is 9th June (was 31st May)
GRAPHICS
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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.
ETA is 15th June (was 24th May)
ENVIRONMENT PROBE
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.
ETA is 9th June (was 2nd June)
ATMOSPHERIC ENTRY
Feature Complete
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.
Completion of required tasks are taking a bit more time than expected.
ETA is 9th June (was 30th May)
GPU PARTICLES
Feature Complete
ENGINE TRAILS & CONTRAILS
Build issues and developer illness have had quite an impact on the delivery date for this work.
ETA is 23rd June (was 26th May)
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
RenderTarget refactor
This saves over 50% of the video memor