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 16th, 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 are still in tests with Evocati for 2.6.0, and have been getting loads of great feedback from them. The bug fix rate is remaining consistently high and is storming along. We are awaiting fixes for a few final issues before we start a new build for tonight, this will be a candidate to go to the Evocati, and if reports for this build are good over the weekend, we would aim to push this to the PTU on Monday.

Bug Progress

As we near releasing to a full PTU, and eventually Live, we want to give an overview of how the team is progressing in their bug fixing. This image shows a Created versus Resolved chart for our “2.6.0 Must Fix Issues” over the last 5 days. The cumulative total is showed at the bottom of the graph, while the data points in the graph shows progress each day.

We currently have one outstanding issue that would stop us from pushing to PTU that could seriously affect people’s experience which is currently under investigation

  • Client Crash – Error code 30008 – Authentication failed

We also have a further 106 outstanding issues (72 bugs & 28 tasks) that we are aiming to resolve before going Live. A selection of our worst offending bugs we will be focusing on as a priority are:

  • Crashes
    • Crash: CFrontendEALobbySetupComponent::LobbyStateUpdate
*New Main Menu
  • Main Menu – Unable to Invite players to Multiplayer Lobby
  • Main Menu – Arena Commander ‘Exit’ button can lose it’s function
  • Main Menu – Add contacts button disappears after use
  • Main Menu – Party/Group system missing for PU locations
  • Main Menu – Going to Hangar, then attempting to go to any Space Port through main menu, will take you to the previous Hangar
  • Star Marine
    • Star Marine – Crackling and audio corruption can be heard throughout the match
    • Star Marine – Remote player shooting at local player’s old position but causing damage
    • Star Marine – Last Stand – Late joiners will not see the correct team icon on captured points
    • Star Marine – Destructible Props – Explosive barrels don’t move in sync when being pushed
  • Performance
    • Performance – Destroying a ship causes a slowdown in the physics due to interpenetrating debris
    • Arena Commander – Performance – FPS drops when player enters EVA outside of ship
  • Misc
    • Ships – Missiles don’t inherit velocity from the ship they’re launched from
    • Crusader – ICC Mission 2 – Civilian ship doesn’t show up

Breakdown by Subsection

Star Marine

Code

  • Feature complete
  • The following areas are undergoing improvements:
    • Grenade network sync
    • Death/Hit Reaction network sync
    • Ragdoll
    • Looting
  • General bug fixing for 2.6.0 by the Code team

Animation

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

Combat Signals

  • Feature complete
    • Ready for QA

Destructible Props

  • Network Engineering are looking into desync/position miscalculation issues.
  • ETA is 20th December (delayed from 16th December)

Facial Idles

  • Feature complete

Character Art

  • Feature complete
  • Marine and Outlaw material updates are completed

Level Design

  • Feature complete
  • Echo Eleven & Station Demien layout balancing has been completed
  • Art is now finalizing their work with bug fixes going on, and also final lighting passes to shape areas properly
  • General bug fixing and polish is in progress

Arena Commander Balance / Improvements

Pirate Swarm

  • Feature complete
    • Further polish and tweaking is still needed

Pickups

  • We have added two new pickups to Arena Commander Multiplayer modes
  • Design is in the process to tweaking the drop chances and how much these pickups award the player

New Missions

  • Feature complete
  • Bug fixing as needed

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

  • Feature complete
  • Addressing final feedback for missile relock times

Ship Balance

  • Feature complete
  • Adressing final feedback for Afterburn rates

GForces

  • Feature complete
  • Bug fixing as needed

Tech / Systems

Network – Message Ordering

  • We have had to back out the Message Ordering work from 2.6.0 which had already been included in the build as it was causing serious and frequent server crashes with builds for the Evocati
  • Taking bugs into account, we will continue to work on the feature for inclusion in a patch in the new year

Network – Serialized variable (Stretch goal)

  • This is also being pushed from 2.6.0 as parts of it rely on the Message Ordering work, and also will require some extensive testing to ensure that it doesn’t impact stability
  • This feature will continue development alongside Message Ordering for inclusion in a patch in the new year

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.
  • Feature complete

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

  • Feature complete
  • In testing with QA
  • Bug fixing as needed

Origin 85x

  • Feature complete
  • In testing with QA
  • Bug Fixing

UI and Front End Refactor

UI

  • Star Marine Environment Screens first pass is now complete
    • Bug fixing in progress
  • Two new Arena Commander Pickup Icons are complete
  • Electronic Access Widgets are now complete
    • Bug fixing to follow

Lobbies and Main Menu

  • Star Marine Loadout Customisation is now in game
    • Bug fixing in progress
  • Arena Commander Ship Customisation. ETA is 19th December (delayed from 16th December)
    • Delayed due moving this on to a new programming resource to allow bug fixing of other issues
  • Front End Flow is now in game
    • Bug fixing in progress

Leaderboard Service

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

Mega Map (Stretch Goal)

The Mega Map feature is now being pushed out of 2.6.0 due to the remaining time we have, the length of time needed for the remaining work, and also due to the risk of affecting stability at this point. Development of the feature will continue, but will instead aim for a patch in the new year.

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