We have been listening to your feedback as a community and over the coming weeks we’ll be working towards improving the way we communicate our development updates to you. We will make clearer the changes and improvements and blockers that we have experienced throughout the week in a high-level foreword, while still maintaining the thorough tracking for the more detail-oriented members of our community. That way, those who are looking for a simple update can easily find it. This will be a work in progress for the next few weeks, so please continue the feedback as we hone in a format that is easily workable between our developers and yourselves.
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.
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.
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.