Production Schedule Report
Our schedule for the next Star Citizen Alpha releases, up to date.

Welcome,

Below you will find the Current Milestone Schedule. These are the very same schedules we update daily and are circulated 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, but 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.

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.

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

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.

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.

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.

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.

Last update : Dec 2nd, 2016

2.6.0 Overview

The following lists and charts show our progress towards releasing 2.6.0, with all remaining major tasks listed.

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

Some tasks may require further QA, bug-fixing and iteration.

Tasks that delay beyond our target dates might cause the release of 2.6.0 to be delayed, or might be excluded from 2.6.0 if appropriate to maintain the release date target.
2.6.0 work is separated into Subsections: Star Marine, Arena Commander, Technology & Systems, Content, Front End and Mega Map.

We successfully pushed the 2.6.0 patch to the Evocati on Tuesday 29th November, and we’ve been getting some great feedback from their playtesting. Our developers are still hard at work fixing bugs and polishing the features to get them a state where they’re ready for testing by a wider group of people on our regular PTU. As you’ve seen from our schedules over the last few weeks, some of our features have hit bumps in the road, and consequently has caused delayed. Consequently, we are moving our provisional Live date to 16th December.

Breakdown by Subsection

Star Marine

Code

  • Feature complete
  • The following areas are undergoing improvements:
    • Grenade network sync
    • Death/Hit Reaction network sync
    • Ragdoll
    • Looting
  • Loadout persistence is work in progress. ETA is 9th December (delayed from 2nd December)
  • General bug fixing for 2.6.0 by the Code team

Animation

  • Feature complete
  • Reviewing all in game animations to identify improvements
  • Combat Signals animation improvements/polish
  • General bug fixing for 2.6.0 by the Animation team

Combat Signals

  • Feature complete
    • Ready for QA

Destructible Props

  • Engineering has a version working for glass
  • Props serialization issues require code investigation, which is ongoing.
  • ETA is 9th of December

Facial Idles

  • Firing, neutral and combat are implemented
    • Mapping out remaining work with Code for the other idles (beinghit, dying, hurtbad, hurtmild, sleeping, killsatisfy, dead)
    • Animation team are tweaking animations
    • This has been delayed due to work on destructible props
    • ETA is 9th of December (delayed from 30th November)

Character Art

  • Feature complete
  • Marine and Outlaw material updates are completed

Level Design

  • Feature complete
  • Art dressing for Demien is now complete
  • There are some design changes needed for Echo 11 after feedback. ETA is 9th December
  • General bug fixing and polish is in progress

Arena Commander Balance / Improvements

Pirate Swarm

  • Feature complete
    • Further polish and tweaking is still needed
  • The gamerules will be set up with the new method as part of the mega map work.
    • This means that for the time being, QA will have to access this mode in profile by debug commands
  • An image for the mode has been created and needs to be hooked up in Code. ETA is 5th December (Delayed from 30th November)

Pickups

  • Feature complete
  • Pickup item is in the process of being visually improved so it is more indicative of the type of pickup it is
  • ETA is 9th December (delayed from 2nd December)

New Missions

  • Feature complete
  • In testing with QA

Scoring Rebalance

  • Feature complete
  • Battle Royale and Squadron Battle have now had their win scores reassessed, it should now be possible to reach the target score before the time runs out

IFCS Missile Guidance

  • Work is delayed slightly due to time needing to be split between the IFCS missile guidance and improved Afterburners for general ship balance
  • ETA is 6th December (delayed from 2nd December)

Ship Balance

  • Further balance changes are in progress after further feedback moving previous date back. ETA is 9th December (delayed from 30th November)

GForces

  • We have taken a bit of time to do some competitive analysis which has added a few extra days, but will help improve the experience
  • ETA is 5th December (delayed from 2nd December)

Tech / Systems

Network – Bind Culling

  • This is now being pushed from 2.6.0 due to it going over schedule and the networking team needing more time for bug fixing and support for the Mega Map

Network – Message Ordering

  • Delayed slightly due to illness
  • Network Engineering is finishing off current work on message ordering today ready for QA to being testing this on Monday
    • If these tests from QA don’t show serious issues, the work will be submitted on Monday
  • ETA is 5th December (was 28th November)

Network – Serialized variable (Stretch goal)

  • Delayed slightly due to illness
  • ETA is 9th December (delayed from 8th December)

Camera Improvements

  • Feature complete
  • Bug fixing as needed

Music logic system

  • Feature complete
  • All music has been received from the composer and implemented

Ship Computer 1.x

  • Ground work for allowing the player to select the verbosity of ship computer.
  • Delayed due to some technical hurdles and investigation into the AI system
  • ETA is 6th December (delayed from 29th November)

Content

Vanguard Hoplite

  • Feature complete
  • In testing with QA
  • Bug Fixing

Drake Herald

  • Feature complete
  • In testing with QA
  • Bug Fixing

Grim Hex Bar

  • Feature complete
  • In testing with QA
  • Bug Fixing

Special Edition Ships (Sabre, Vanguard, Hornet, Avenger)

  • In testing with QA
  • Bug Fixing

Drake Caterpillar

  • ETA is Today
    • The ship will then enter testing and bug fixing

Origin 85x

  • ETA is Today
    • The ship will then enter testing and bug fixing

UI and Front End Refactor

UI

  • Star Marine Environment Screens are done on the art side, but require code hookup. ETA is 6th December (delayed from 30th November)
  • Arena Commander Pickup Icons are done, pending full signoff. ETA is *6th December*(delayed from 28th November)
  • Electronic Access Widgets are undergoing final polish. ETA is 9th December (delayed from 18th November)

Lobbies and Main Menu

  • Star Marine Loadout Customisation. ETA is 9th December (delayed from 28th November)
  • Arena Commander Ship Customisation. ETA is 5th December
  • Front End Flow. ETA is 9th December (delayed from 28th November)

Leaderboard Service

  • Feature complete
  • Additions for Star Marine game modes are communicating with the web platform

Mega Map (Stretch Goal)

Gamerules

  • GameRules stats refactor in yesterday which fixed a bug with malformed packets
  • Gamecode Engineering are now working on fixing further issues that will allow the Entity work to continue next week
  • ETA is 9th December

Entities

  • Work for this is now waiting on Gamerules being complete. Once that is done, the remaining work should take a few days.
  • ETA is 13th December currently

Network

  • The progress overall is really good thus far, the Network now works for all scenarios, including: connecting to different map, or map with different object containers.
    • Server-side changes for disconnects, refactoring and bug fixing remaining
  • Network also need to take the entity updates and Gamerules changes so that they integrate.
    • We would expect that there will be some engine lobby changes that need simplified so that the mega map works with the backend servers
  • This is complex code and new territory. ETA is 8th December

3.x and Beyond - Milestones Overview

3.0 – The Stanton System

Basic Profession functions

  • Trading – Be able to buy/sell commodities via kiosks and NPCs among the various landing zones.
  • Cargo Transport – Pick up hauling jobs between landing zones. Automatic cargo load/unload, manual cargo transport.
  • Piracy and Smuggling – Establish secure/non-secure areas. AI Security response to attacks. Add the ability to retrieve floating cargo from destroyed ships. Create buy/sell system for illicit cargo.
  • Mercenary – Create Service Beacon System (for Combat Assist Contracts). Create AI distress scenarios.
  • Bounty Hunter – Accept missions to terminate wanted players and NPCs.

New Ships

  • RSI Ursa Rover – This rugged all-terrain vehicle is perfect for exploring vast planets.
  • Drake Dragonfly – This fast open-cockpit ship has been seen flying both in atmosphere and in space.
  • Drake Caterpillar – This large, modular cargo ship has a mixed reputation, to some it’s a spacious affordable hauler, to others, it’s up to no good.
  • RSI Constellation Aquila – The exploration variant of the classic RSI Constellation.

Stanton System Roll-Out

Travel around the various planets and stations within the Stanton System. Although technically a UEE system, all of these planets were sold to MegaCorps to help fund the government.

  • Debut of Planetary Tech
  • Expanding the Stanton System
    • ArcCorp
    • Hurston
    • Microtech
    • Crusader
    • Delamar
    • New Space Stations, moons and Asteroid belts

3.1 – Mining & Refining

Basic Profession functions

  • Mining – Retrieve solid and gaseous commodities from planet surfaces, manual cargo transport, refining materials.
  • Refining and Processing – Process raw ore into purified commodities. Most shops will only deal in one or the other form. Initial implementation might be to have dedicated shops handle the refining.
  • Quantum Interdiction – Be able to interdict Player ships from Quantum travel.
  • Refueling – Add Refuel Contracts to Service Beacon. AI tankers and fuel requests (as well as player fuel requests)
  • Escort – Protect one or more ships from harm. Add Escort contracts to Service Beacon. Implement Quantum Linking (multiple ships jumping together)

Additional Solar System Locations

New Ships

  • Drake Cutlass Red & Blue – Variants of the popular Drake fighter.
  • MISC Hull C – This medium sized cargo ship is one of the most common hauling ships in the Empire.
  • MISC Prospector – A small mining vessel for solo operators.
  • Origin 85x – The luxury away-vessel first seen in the 890 Jump brochure.

3.2 – Repair & Salvage

Basic Profession functions

  • Salvage – Strip commodities from ship hulls via handheld tools, retrieve crates and other valuables from derelicts and debris.
  • Repair – Repair damaged ship via tools (later implementation will incorporate the Crucible), repair damaged satellites or stations.
  • Mercenary – Covert Operations – Patrol areas of space, protect stationary entities, advanced mission scenarios: infiltration/covert (retrieve data/object from enemy, sabotage, etc.), hostage rescue missions)

Additional Solar System Locations

New Ships

  • RSI Constellation Taurus – The entry-model of RSI’s iconic Constellation line.
  • RSI Constellation Phoenix – The luxury model of RSI’s iconic Constellation line.
  • Anvil Terrapin – The tough and rugged Scanning and Exploration ship.
  • AEGIS Vanguard Harbinger – The variant of the Vanguard has been converted into a bomber.
  • AEGIS Vanguard Sentinel – An E-War variant of the Vanguard line.
  • AEGIS Reclaimer – Aegis’ industrial salvage ship.

3.3 – Farming & Rescue

Basic Profession functions

  • Farming – Plant and grow crops, harvest when appropriate, and sell the final product.
  • Rescue – Rescue NPCs from a variety of dangers (powerless stations, damaged ships in decaying orbits, evacuate personnel, etc.)

Additional Solar System Locations

New Ships

  • Anvil Carrack – Anvil’s long-range exploration ship.
  • 890 Jump – Luxury cruise liner from Origin.
  • Banu Merchantman – The first Banu spaceship to be introduced in game, the Merchantman is a massive cargo ship.
  • MISC Reliant Variants – All variants of MISC’s rotating vertical ship.

4.0 Jump Points

Basic Profession functions

  • Travel to multiple Star Systems – The universe expands beyond the Stanton System.
  • Exploration and Discovery – Find unknown asteroids, derelicts, fuel sources, bases, commodity locations, scanning of space and surfaces in order to utilize, share or sell the information.
  • Science and Research – Retrieve samples from space and planetside locations for analysis, atmospheric manipulation, scan/analyze various phenomena.

Additional Solar System Locations

New Ships

  • RSI Orion
  • Anvil Crucible