Topic-icon Star Citizen: Production Schedule and 3.0

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6 months 2 weeks ago #46158 by Kazara
Kazara created the topic: Star Citizen: Production Schedule and 3.0

Hi there SC fam!

There’s been quite a bit of healthy discussion about our recent Production Schedule update, so I thought I’d share a few thoughts and comments:

Our Production Schedule updates that you see are right out of the same software that our production team uses. No edits, no censors, no marketing spin.

We’ve created this as a service to you to keep you informed of what we are working on, with the goal of providing estimated date ranges.

As with all estimates, they can change. When venturing off into uncharted territory, one does not always see or know all of the challenges ahead of them; they are often complete unknowns until they present themselves along the way.

We’ve pushed far past the technological boundaries that were previously considered impossible to build the foundation of the Star Citizen universe. Working on 3.0 has certainly introduced variables and challenges that we could never have anticipated, and these just do not always cater to a tidy date on a calendar.

As gamers, we are conditioned to consider all dates as static points in time that we can wrap our heads around and plan for in advance. The nature of this project does not neatly fit into that mold due to the complexity of what we’re building, and with what we learn about what's possible and needed along the way. These date ranges are dynamic according to the challenges presented to us at that time, and we actively maintain that to keep you up to date.

The scope of 3.0 is not insignificant, as Chris discussed in . It introduces a level of tech and infrastructure that’s an order of magnitude larger and more complex than all of our previous versions combined. There are thousands of new assets, millions of entities to manage, new UI, new features, multiple new backend services, etc. all being introduced in 3.0.

Integrating all of this has revealed to be MUCH more of a bug fixing project than anticipated, which obviously reshapes those estimates and changes those dates. Hammering in a level of polish that we’ve not aimed for before requires an additional adjustment of dates.

There’s certainly no malice behind it, and anyone who makes that claim is providing an uninformed opinion. Ask any project manager or developer who worked on sophisticated software or has been involved on a complex project with lots of dependencies and moving parts. They'll gladly share how challenging a task of estimates can be.

The heroic efforts of those creating and maintaining the Production Schedule should be commended. They represent our efforts to keep up with this complex and ever evolving ecosystem, and work tirelessly to keep you up to date through regular sweat and tears (and I think I saw blood once). It’s its own massive behemoth of a project, and they do it each week for you.  

It's just not in our DNA to hold updates and content back. We simply don’t do that. When it’s ready for primetime, it’s out the door for you to enjoy.

It’s also important to consider that what 3.0 meant a year ago is a shadow of what 3.0 means today. Back then, Planetary Tech would have offered a fraction of the freedom that it does in 3.0, and most of the numerous infrastructure updates going into it now did not exist. [WL: Edited previous sentence for clarity] Roughly speaking, the approach was that we’d be able to deliver four roughly built, predetermined, pre-scripted, landing zones. The reality is that those would have been rather limited, and ultimately, somewhat of a variation of what Area 18 ArcCorp is today in terms of features and functionality.

Today, 3.0 is about delivering an entirely explorable solar system with the backend services to make it dynamic. It’s about giving us the city and planet building tools to create for you the rest of the universe in an intelligent, scalable, efficient, and compelling manner. It’s about the first step in giving you the tools to create player outposts and communities. It’s about the streaming tech to allow you to take off from one moon, fly across the system, and land on an entirely different moon, the driving a freaking sweet buggy out of the back of your ship to race around the entire planet... all without a loading screen. It’s about giving you the ability to buy what’s on the web inside kiosks. It’s about usable turret gameplay, and Items 2.0 so you can customize your own ship with new components. It’s about picking objects and cargo so you can haul commodities across space as a trader and merchant. It’s about gutting a singleplayer engine to support thousands of players. It’s about infrastructure that we needed to develop because there are no off-the-shelf solutions for building an immersive experience like no other.

And that’s just part of what's in 3.0!

The entire company is working feverishly to get you 3.0. Our goal is to provide you with the most amazing gaming experience ever. We’ve learned that we can deliver something better than the original 3.0, something bigger, something pretty groundbreaking, something magnificent.

That doesn’t always keep to a schedule, but we think it’s ok to take the time to do it right.  

Happy Sunday everyone,

Will "Soulcrusher" Leverett

Director of Player Relations

And the Deep State whispered to Trump “You can’t withstand the storm,” to which Trump whispered back, “I am the storm.”

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