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 15th, 2017 Last update : Sep 22nd, 2017

3.0.0 Overview 3.0.0 Overview

Bug Progress Bug Progress

This week we’ve got good news on the bug fixing front as we’ve taken a giant leap toward our objective of getting Star Citizen Alpha 3.0 into the hands of the Evocati. Last week’s report indicated a total of 76 must-fix issues and this week we are down to 26. While a number of these bugs were simply resolved due to the team’s usual endeavors, our directors reviews have been keenly focused on core player loops which has led to a redefinition of must-fix. In short, we’ve decided that we need to get this into Evocati hands sooner rather than later. We are simply going to accept that there will still be additional issues to resolve, but we want your feedback now, so we have readjusted our numbers to reflect bugs that are blocking the core experience (gameplay loops, missions, commodities and shopping, to name a few). We want you traversing the universe, landing on planets and generally testing 3.0 while we continue to polish and bug fix more features that can then be passed along for testing. We can then prioritize any new issues that come up, but it will accelerate the process so we can advance 3.0 much quicker to the PU and ultimately to our entire player base. We’ll be back next week with another update on how we’re doing. This week we’ve got good news on the bug fixing front as we’ve taken a giant leap toward our objective of getting Star Citizen Alpha 3.0 into the hands of the Evocati. Last week’s report indicated a total of 76 must-fix issues and this week we are down to 26. While a number of these bugs were simply resolved due to the team’s usual endeavors, our directors reviews have been keenly focused on core player loops which has led to a redefinition of must-fix. In short, we’ve decided that we need to get this into Evocati hands sooner rather than later. We are simply going to accept that there will still be additional issues to resolve, but we want your feedback now, so we have readjusted our numbers to reflect bugs that are blocking the core experience (gameplay loops, missions, commodities and shopping, to name a few). We want you traversing the universe, landing on planets and generally testing 3.0 while we continue to polish and bug fix more features that can then be passed along for testing. We can then prioritize any new issues that come up, but it will accelerate the process so we can advance 3.0 much quicker to the PU and ultimately to our entire player base. We’ll be back next week with another update on how we’re doing.

Remaining Must Fix Issues For Evocati: Remaining Must Fix Issues For Evocati:

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

Bugs fixed in the last week Bugs fixed in the last week

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

Crashes Crashes

Fixed a crash in CEntityComponentHeatConnection::Done Fixed a crash when spawning a ship via the ASOP terminals.

Fixed a crash in CEntityComponentHeatConnection::CalculateRequest Fixed a crash in CSCItemFlightController::TryEnableEngines

Fixed a crash in CArticulatedEntity::SetParams Fixed a crash in CSCActorSmoothLocomotionComponent::Update Update()

Fixed a crash in CBaseDockingHub::OnActorAction Fixed a crash in CSCActorControlStateUsable::QueueIdle

Fixed a crash in CWeapon::NetUpdateFireMode Fixed a crash in CEntityComponentOrbit::GetOrbitAngleFromAbsoluteTime

Fixed a crash in CSCActorAnimationComponent::RemoveEyeDestabilization Fixed a crash in CActionScope::UpdateSequencers

Fixed a crash in CEntityObject::GetScriptProperties Fixed a crash in CSCActorBreathingComponent::PostInitialize

Fixed a crash in CZoneSystem::MoveToZoneData_Impl Fixed a crash in CVehicleItemThruster::ClampToGrid

Fixed a crash in CSCLocalPlayerComponent::OnToggleThirdPerson Fixed a crash in CRParticleEmitter::FillConstBufferData

Fixed a crash in CEntityClassRegistry::RegisterStdClass Fixed a crash in CPhysicalWorld::DestroyPhysicalEntity

Fixed a crash in CGameObject::RegisterExtension()+0xa2 Fixed a crash in CSCItemFlightController::TryEnableEngines

Fixed a crash in CVehiclePartAnimated::UnloadAssociatedObjectContainer Fixed a crash in CEntityComponentSystem::UnregisterComponent

Fixed a crash in CBreakableManager::HandlePhysicsCreateEntityPartEvent() Fixed a crash in CPhysicalPlaceholder::SetGrid

Fixed a crash in CTX::ContextComponent::UpdateRunnableState Fixed a crash in CPhysicalEntity::GetMass

Fixed a crash in CLedgeObject::GetLedgeInfo Fixed a crash in CSCItem::GetHostCharacter

Fixed a crash in CSCItemQuantumDrive::SetState Fixed a crash in Player::ShouldFilterOutHit

Fixed a crash in CSCActorAnimationComponent::RemoveEyeDestabilization

Fixed a crash in CEntityObject::OnEntityEvent

Fixed a crash in CFrontendFESplashComponent::Enter

UI UI

Fixed an issue where port nodes were not present on any ship. Fixed an issue where player could not exit the ASOP terminal once its been interacted with.

Fixed an issue where the vehicle customization screen would not not load any ships. Fixed an issue where applying a new ship loadout did not affect the ship.

Fixed issues where various ships were missing comms UI.. Fixed an issue where Levski was missing navigation markers, making it difficult to locate.

Fixed an issue where the player’s location was missing on the Starmap.

Fixed an issue where the mobiGlas was not visible from the pilot seat in various ships.

Fixed an issue with in-game text appeared in the wrong font and color.

Stanton Stanton

Fixed an issue where players could not interact with commodity kiosks in Grim HEX. Fixed an issue where escort ship models were replaced with a box.

Fixed an issue where a mission data beacon would fly away from the player when placed on a moon’s surface. Fixed an issue where gaining aUEC disconnected the player and didn’t allow them to reconnect to a Stanton instance.

Fixed an issue with mission critical items spawning in the cockpit of a ship. Fixed an issue where players couldn’t open the Levski EZhab doors after spawning there.

Fixed an issue where patches of the Levski hangar floor would be missing. Fixed an issue where commodity kiosks did not present players with any purchasing options.

Fixed an issue with mission props and interaction points in Grim HEX. Fixed an issue where the character’s oxygen supply would continually deplete even in safe environments.

Fixed an issue where some shop items were missing interaction points. Fixed an issue where shopkeepers were missing from Levski.

Fixed an issue where NPCs in Olisar were not moving. Fixed an issue where a particular mission would reappear as an available mission even after completion.

Fixed an issue where mission text appeared as localisation strings rather than actual mission text. Fixed an issue where areas to pick up and drop off mission items were missing from habitation outposts.

Fixed an issue where airlocks were not functioning in the landing zones. Fixed an issue where the gravity of a planet extended too far up into space.

Fixed an issue where the walls of Cordry’s shop were covered in placeholder textures. Fixed an issue where the all of Grim HEX’s exterior was a green zone, so players could not equip weapons.

Fixed an issue where EVA’ing into a ship with a crate caused the crate to teleport away.

Fixed an issue where players could not interact with ledge climbs on planets.

Fixed an issue where the airlocks were missing lights.

Arena Commander Star Marine

Fixed an issue where loading an Arena Commander map would freeze in a black screen. Fixed an issue where players would stall when a terminal is captured.

Fixed an issue where characters would bleed out and die when respawning in ships.

Star Marine Network

Fixed an issue where the character would be loaded into a match wearing only their undersuit. Fixed an issue where CserializedToken would not be released after the client disconnected, resulting in other players not being able to control items spawned or used by previously connected clients.

Fixed a handful of issues where props around the Echo 11 map appeared as placeholder assets.

Fixed an issue where the map boundary was missing.

Vehicles Vehicles

Fixed an issue where short Quantum Travel jumps took an excessive amount of time; sometimes taking longer than a jump between distant moons. Fixed an issue where interaction prompts didn’t appear in the Drake Herald.

Fixed an issue where screens from the Reliant Kore would attach to the player. Fixed an issue where Constellation ships could not be loaded with cargo.

Fixed an issue where the player could not enter the M50, Hornet, or 300i after spawning it from an ASOP terminal. Fixed an issue where Hydrogen Fuel never reached 0 when it was being consumed.

Fixed an issue where ships didn’t consume Quantum Travel Fuel. Fixed an issue where the Hornet’s landing gear did not animate properly.

Fixed an issue where crossing the physics grid in the Avenger Titan would kill the player. Fixed an issue where the cockpit instrumentation panel moved out of place when entering the ship.

Fixed an issue where ship cameras were incorrectly set up, creating unwanted camera views. Fixed an issue with the cockpit glass of the Vanguard appearing too opaque.

Fixed an issue where the Freelancer didn’t appear in the ASOP terminal.

Game Code Game Code

Fixed an issue where players that died in EVA would be stuck as a spectator and could not respawn. Fixed an issue where players received an “Undefined” error when spawning a ship with the ASOP terminals.

Fixed an issue where bringing up the mobiGlas during a weapon inspection would make the game unresponsive. Fixed an issue where Eckhart was jogging on the spot.

Fixed an issue where ramming ship into a player on foot or in EVA would cause the ship to explode but not kill the player that was hit. Fixed an issue where destroyed ships could not be respawned during the same play session.

Fixed an issue where lowering the power to ship weapons would not reduce the firing speed.

Fixed an issue where ships would only spawn on 3 specific landing pads per strut.

Fixed an issue that affected multiple players entering Quantum Travel together; the first player to leave Quantum Travel would not have throttle until the last player had left Quantum Travel.

Fixed an issue where some Quantum Travel markers would appear as “out of range”, despite the player being within range.

Fixed an issue where the ASOP terminals in Port Olisar became unusable after spawning a Vanguard Warden.

AI AI

Fixed an issue where AI ships had their weapons disabled. Fixed an issue where AI ships had their weapons disabled.

Misc Misc

Fixed an issue where the ATC audio would constantly repeat when landing on the wrong landing pad. Fixed an issue where the ATC audio would constantly repeat when landing on the wrong landing pad.

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 21st September ETA is 29th 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.

This will be an ongoing set of improvements and we will continue to polish features up until the release of 3.0.0. Work will also continue into future releases. This will be an ongoing set of improvements and we will continue to polish features up until the release of 3.0.0. Any additional work will continue into future releases.

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.

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. The UI apps and mobiGlas have been reviewed on their current functionality and progress. The feedback generated from this review is currently being estimated out by the UI team in addition to bugfixing support.The UI apps and mobiGlas have been reviewed on their current functionality and progress. The feedback generated from this review is currently being estimated out by the UI team in addition to bugfixing support.The UI apps and mobiGlas have been reviewed on their current functionality and progress. The feedback generated from this review is currently being estimated out by the UI team in addition to bugfixing support.

ETA is 21st September (was 11th September) ETA is TBD

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.

Currently awaiting a review with the directors. Any further feedback raised from this review will be estimated out. The UI apps and mobiGlas have been reviewed on their current functionality and progress. The feedback generated from this review is currently being estimated out by the UI team in addition to bugfixing support.

ETA is TBD ETA is TBD

Comms System UI Comms System UI

We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU. We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU.

The entire comms system will undergo final implementation review next week. Should there be any further requirements for UI, these will be identified in that review and estimated out. The entire comms system will undergo final implementation review next week. Should there be any further requirements for UI, these will be identified in that review and estimated out.

Already complete in the 3.0.0 branch: Already complete in the 3.0.0 branch:

Kiosk UI Kiosk UI

Item 2.0 Multi Function Displays Item 2.0 Multi Function Displays

Field of View Slider Field of View Slider

Personal Manager App Personal Manager App

Mission Manager App Mission Manager App

Cargo Manifest App Cargo Manifest App

Heavy Armour for Star Marine Heavy Armour for Star Marine

Inventory System Inventory System

Mission Board App Mission Board App

StarMap App StarMap App

UI Owner Component UI Owner Component

mobiGlas Overhaul mobiGlas Overhaul

AI AI

Mission System Mission System

The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc. The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.

The remaining feedback from the last review has now been estimated out for the mission team. It’s expected that after these remaining tasks that the system as a whole will enter the bugfixing stage. The remaining feedback from the last review has now been estimated out for the mission team. After these remaining tasks are addressed, the system will enter the bugfixing stage.

ETA is 22nd September ETA is 22nd September

Already complete in the 3.0.0 branch: Already complete in the 3.0.0 branch:

AI Turrets AI Turrets

Graphics Graphics

Already complete in the 3.0.0 branch: Already complete in the 3.0.0 branch:

RenderTarget refactor RenderTarget refactor

This saves over 50% of the video memory previously used for dynamic textures. This saves over 50% of the video memory previously used for dynamic textures.

Physically-based area lights Physically-based area lights

Shadow map caching system Shadow map caching system

This allows for many more shadow casting lights at once and avoids the need for baking shadows. This allows for many more shadow casting lights at once and avoids the need for baking shadows.

Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations

Render to Texture Render to Texture

Environment Probe Environment Probe

Atmospheric Entry Atmospheric Entry

Volumetric Fog Volumetric Fog

GPU Particle Foundation GPU Particle Foundation

Engine Trails & Contrails Engine Trails & Contrails

Asteroid Physics Asteroid Physics

Exposure Improvements Exposure Improvements

Backend Backend

Already complete in the 3.0.0 branch: Already complete in the 3.0.0 branch:

Diffusion Subset for 3.0.0 Diffusion Subset for 3.0.0

Solar System Shop Service Solar System Shop Service

Solar System Mission Service V1 “Mission Broker” Solar System Mission Service V1 “Mission Broker”

Network Network

Already complete in the 3.0.0 branch: Already complete in the 3.0.0 branch:

New Message Queue New Message Queue

Physics Serialization Physics Serialization

Persistent Data Refactor Persistent Data Refactor

Ships & Weapons Ships & Weapons

Already complete in the 3.0.0 branch: Already complete in the 3.0.0 branch:

Drake Dragonfly Drake Dragonfly

Drake Cutlass Black Drake Cutlass Black

RSI Constellation Aquila RSI Constellation Aquila

RSI Ursa Rover RSI Ursa Rover

MISC Prospector MISC Prospector

RSI Aurora RSI Aurora

Behring P8-SC Behring P8-SC

Apocalypse Arms Scourge Rail Gun Apocalypse Arms Scourge Rail Gun

Klaus and Werner Gallant Rifle Klaus and Werner Gallant Rifle

Arrowhead Sniper Rifle Arrowhead Sniper Rifle

KSAR Devastator-12 Shotgun KSAR Devastator-12 Shotgun

Klaus and Werner Arclight Pistol Klaus and Werner Arclight Pistol

Gemini L86 Pistol Gemini L86 Pistol

Behring P4-AR. Behring P4-AR.

Beyond 3.0.0 - Overview Beyond 3.0.0 - Overview

Click Here to Download. Click Here to Download.

3.1.0 Goals 3.1.0 Goals

PERSISTENT UNIVERSE CONTENT PERSISTENT UNIVERSE CONTENT

New Additions: New Additions:

Modular Space Station – Truckstop Modular Space Station – Truckstop

Arc Corp / Area 18 Arc Corp / Area 18

FPS / SPACE GAMEPLAY FPS / SPACE GAMEPLAY

New Additions: New Additions:

Female Player Locomotion Female Player Locomotion

AI Locomotion AI Locomotion

Shouldered Weapons Shouldered Weapons

Throwable Weapons Throwable Weapons

Armed (FPS Weapon Equipped) Armed (FPS Weapon Equipped)

Fists Fists

Knife Knife

Take down (Front, Sides, Rear) Take down (Front, Sides, Rear)

Knockdown and Knockbacks Knockdown and Knockbacks

CORE DEV TECH AND SYSTEMS CORE DEV TECH AND SYSTEMS

New Additions: New Additions:

Fuel (Item 2.0) Fuel (Item 2.0)

Criminality System Criminality System

Room System v2 (Physical Depressurization) Room System v2 (Physical Depressurization)

Item 2.0 Elevators v2 Item 2.0 Elevators v2

Item 2.0 Airlocks v2 Item 2.0 Airlocks v2

Diffusion Refactor Diffusion Refactor

Item Degradation/Failure/Luck Item Degradation/Failure/Luck

Service Beacon v1 Service Beacon v1

Parties and Orgs(Group Entity Component) Parties and Orgs(Group Entity Component)

Game persistence Game persistence

Spectrum Integration in game Spectrum Integration in game

Repair and Restock System Repair and Restock System

Elevators v2 Elevators v2

Bind / Unbinding Bind / Unbinding

Object Container Streaming Core Engine Support Object Container Streaming Core Engine Support

Ships: Ships:

MISC Razor MISC Razor

RSI Aurora (Update) RSI Aurora (Update)

ANVIL Terrapin ANVIL Terrapin

MISC Hull C MISC Hull C

DRAKE Cutlass Red DRAKE Cutlass Red

DRAKE Cutlass Blue DRAKE Cutlass Blue

AEGIS Vanguard Harbinger (Variant) AEGIS Vanguard Harbinger (Variant)

3.2.0 Goals 3.2.0 Goals

PERSISTENT UNIVERSE CONTENT PERSISTENT UNIVERSE CONTENT

New Additions: New Additions:

Crusader Crusader

Hurston Hurston

MicroTech (Stretch Goal) MicroTech (Stretch Goal)

FPS / SPACE GAMEPLAY FPS / SPACE GAMEPLAY

New Additions: New Additions:

New Ammo Types New Ammo Types

Gadgets (drones / shields) Gadgets (drones / shields)

Bumps Bumps

Cooperative Avoidance Cooperative Avoidance

Downed Downed

Drowning Drowning

Item Inspection Item Inspection

Looting IK / Permissions Looting IK / Permissions

CORE DEV TECH AND SYSTEMS CORE DEV TECH AND SYSTEMS

New Additions: New Additions:

NPC Generation (Archetype) NPC Generation (Archetype)

Interaction System – Useables Interaction System – Useables

Radar System (Item 2.0) Radar System (Item 2.0)

Cargo v2 Cargo v2

Service Beacon v2 Service Beacon v2

StarMap v2 StarMap v2

Gas Giant Tech Gas Giant Tech

Ship to Ship Refuel System Ship to Ship Refuel System

Breaching Breaching

Security / Access Control Security / Access Control

Object Container Streaming Object Container Streaming

Ships: Ships:

RSI Constellation Phoenix RSI Constellation Phoenix

RSI Constellation Taurus RSI Constellation Taurus

MISC Freelancer MAX MISC Freelancer MAX

AEGIS Vanguard Sentinel (Variant) AEGIS Vanguard Sentinel (Variant)