OK ... so that is a generic picture from a Game Developer School ... not specific of CIG and/or its team. Just shows the different roles in a game development studio and the relative numbers of employees in each departement. Understood. Thank you.
Not at all, I saw some who challenged what I was saying but after the community pool they did about the features to prioritize, was obvious the priority was mining. Also there has been no lack of clarifications as to how the roadmap works, after 3.2 they'll surely execute the same reviews on 3.3, and so on.
One thing being taken wrongly they clarified is that there were no Mining features cut, just all merged into one card:
So posting the full current roadmap:
3.2 review got added: - Groups System - Quantum Linkin - Item 2.0 Ship Systems & Weapons - Manned Turrets on Vehicles - Item Kiosk Shopping - Quantum Travel Improvements - Service Beacon Improvements - PMA / VMA Improvements - Ship Persistent Improvements
With the pushback on Service Beacon Refuel/Repair, Salvage, Fuel and manual repair Mechanics.
And the merge of Mining Prospecting, Extraction, Refining and Selling into one task standing for 3.2 as clarified.
New Features: -Mining on Planetary Bodies: you can mine on both planets and asteroids
-Groups -Service Beacon: Escort -Quantum linking: group can quantum travel together
-Item 2.0 Ship Systems and Weapons: you can upgrade ship components -Ship Persistence: persistent damage, ship variables and ship consumables -Wear & Tear: age, wear, and possibility of misfire to ship components and weapons
New Core Tech: -Network Bind Culling: Game client will only update entities near player, not keep track of everyone on the server
New weapons: -One ship weapon: Associated Science and Development Distortion Repeater -Four FPS weapons: Klaus & Werner Demeco, Kastak Arms Scalpel, Gemini R97 Shotgun, Gemini F55
New clothing & Armor: -Port Olisar costume sets
Improvements coming to: -Manned turrets on Vehicles -Item Kiosk Shopping -Quantum Travel: improvements to graphics, audio and functionality -Service Beacons: new contract types, filters and interactions -PMA/VMA -Economy -Flight AI -Performance
Reworks coming to: -Legacy Marine Armor, Legacy Outlaw Armor and RSI Odyssey Flightsuit -Consolidated Outland Mustang (all variants) -Aegis Avenger
Gameplay: -Mining is coming on schedule, but Salvage, Fuel and Repair mechanisms were delayed to patch 3.3
Gameplay - Service beacons: -Base functionality implemented ahead of original schedule in patch 3.1 -Escort functionality on original schedule for patch 3.2 -Refuel and Repair functionality delayed along with delay to fuel and repair mechanisms
Gameplay - New Features: -Groups
Gameplay - New Improvements: -Manned Turrets on Vehicles -Item Kiosk Shopping -Quantum Travel Improvements -Service Beacon Improvements -PMA/VMA Improvements Gameplay - Changes to original items: -Mining: Previously separate items for Prospetcing, Extracting, Refining and Selling minerals have been combined into one: Mining on Planetary Bodies -New item: Quantum Linking: This is clearly required for Escort functionality, but did not have its own item before this -Two new items: Item 2.0 Ship Systems & Weapons, and Ship Persistence Improvements. Both of these look like they were planned already in January when RSI decided to add age and wear to ship components and weapons, but they did not have their own items before this
Core Tech: -Network Bind Culling was delayed from 3.1 to 3.2
Weapons: -New ship weapon: Associated Science and Development Distortion Reaper -New FPS weapon: Klaus & Werner Demeco -New FPS weapon: Kastar Arms Scalpel -FPS weapon delayed from patch 3.1: Gemini R97 Shotgun [total of 1 ship weapon and 4 FPS weapons coming on patch 3.2]
One delayed item: -RSI Odyssey Flightsuit rework was delayed to patch 3.3
Three changed items: -Rework of Legacy Marine Armor was split into three separate tasks for rework of Light, Medium and Heavy versions of that armor -Rework of Legacy Outlaw Armor was split into three separate tasks for rework of Light, Medium and Heavy versions that armor -Wear & Tear was merged into Item 2.0 Ship Systems & Weapons
I think there are two items that look like they're in danger of being late: -FPS Combat AI: This isn't even in development yet, and it looks like their AI team could be busy with Flight AI improvements for a while. Also implementing something like FPS Combat AI is quite a large task. -Network Bind Culling: This was already delayed from patch 3.1 to patch 3.2, but it's still only 5 out of 11 tasks completed
Roadmaps from 3.3 and 3.4 have been updated, and roadmap for 3.5 was added to the website. Changes to roadmap for patches 3.3 and 3.4 are:
Locations: -Cargo depots: removed from 3.4 Gameplay: -New item: [Missions] Mission Modularity & Racing: More complex missions, new racing mission type, and scanning meachanics to missions. Coming in 3.3 -New item: [Missions] Interdiction & Salvage: Coming in patch 3.4
AI: All previous AI items from patch 3.3 and 3.4 have been removed, and the plan has been completely redone -Removed items: AI's ability to defend ships from boarders and local security AI's ability to react hostilely to players removed from patch 3.3. AI's ability to land on planets and deploy reinforcements removed from patch 3.4 -New item: [FPS Combat]: Weapon use: Improved weapon and grenade use to FPS combat AI that's being introduced in patch 3.2. Coming in patch 3.3 -New item: [Flight] Ship Behaviors: This is continuation to flight AI behavior improvements in patch 3.2. Coming in patch 3.3 -New item: [FPS Combat] Stealth: Coming in patch 3.4 -New item: [Flight] Quantum & Strafing: Coming in patch 3.4
3.3 and 3.4 roadmap updates from the start of the year:
In addition to this weeks updates listed above, from the start of the year patch 3.3 and 3.4 roadmap have had following updates: Characters: -RSI Odyssey Flightsuit rework: Was delayed from 3.2 to 3.3 a week ago.
Gameplay: -Repair and salvaging were delayed from patch 3.3 to patch 3.4 Weapons: Original plan didn't have any new weapons for patches 3.3 and 3.4. That was changed a week ago: -Patch 3.3 will have 1 ship weapon update and 1 new FPS weapon: Kastak Arms Karna -Patch 3.4 will have 2 weapon updates and 2 new FPS weapons: Kastar Arms Ravager-212 Twin and Gemini S71
Core tech: -New item: Environmental Bleding Shader: Dirt, ice and sand will blend smoother into objects. Coming in patch 3.3 -New item: Network Entity Streaming: Required for Object container streaming. Coming in patch 3.3 -New item: Procedural City Rendering Performance improvements. Coming in patch 3.4. -New item: Space Scenery Aesthethics improvements. Coming in patch 3.4 -New item: Parallel Network Jobs: Increases server's polulation capacity. Coming in patch 3.4 -New item: Server Meshing: Seamless transition between servers during quantum travel, allowing different locations in the solar system to be handled by different servers. Coming in patch 3.4 -New item: Lobby Refactor: Lobby/session management needs to be redone to support server meshing. Coming in patch 3.4
To sum up the changes (from the start of the year): -Plans for ships have not changed. Plans for characters and locations have had only very minor changes -Plans for new weapons have been added. It looks like RSI intentionally did not make/announce their weapon plans earlier -AI: Original plans for AI have been completely scrapped and replaced with a new plan. The new plan looks like it's a lot less ambitious than the original plan -Gameplay: Repairing and salvaging were delayed from patch 3.2 to 3.3. So far nothing has been removed or delayed from patch 3.3 or 3.4 to compensate. -Core tech: If CIG can add server meshing and parallel network jobs in 3.4, that should mean huge increase of players in same universe
Locations: -Refineries: Players will be able to sell unrefined ore and purchase refined minerals at these facilities
Gameplay: -Liquid/Gas Exploration: Search for, identify and extract deposits of liquids or gases on both planets and space. [curiously RSI is adding Cloud tech: patches of space that contain the raw elements needed to create fuel already in patch 3.3] -Data running: Transform data into a gameplay element. For example a prospector can create a piece of data containing location of a mineral deposit they've discovered and sell it. -Long Range Scanning: Find points of interest and travel to them. Used in prospecting and exploration.
New ships: -Origin 890 Jump -Banu Defender
New FPS weapons: -Kastak Arms Coda -Klaus & Werner Lumin V -Kastak Arms Firestorm
Improvements: -CommArray revision -Expanded cargo: different cargo crates -[FPS Combat AI] AI Combat Styles: For example trained military, or untrained fighter -[Flight AI]: AI Pilot Combat Styles -Performance optimization
The last roadmap update indeed expands into Q1 2019, as 3.2 continues to progress the 3.3 milestone got added Mission Modularity and Racing, in 3.4 Interdiction & Salvage Missions and FPS stealth combat and quantum / strafing when it comes to AI.
Patch 3.2 items that aren't in development yet are: -Manned Turrets on Vehicles -Ship Persistence Improvements -FPS Combat AI -4 out of 5 Outland Mustang revisions
I'd say that FPS Combat AI is almost guaranteed to be late. New AI always requires a bit of testing, and RSI is running out of time.
Those other items that haven't started development yet are in danger of being late, but with them RSI could still make it if they start development now.
Network Bind Culling is also in danger of being late due to showing no progress.
EDIT: After patch 3.1 release RSI had 13 weeks to make patch 3.2. So far 4 weeks have passed, or 31% of that time. At the moment 86% of their items are less than 31% complete. It's not looking very good for patch 3.2.
I thought the plan was to release what ever is ready at quarterly marks? Meaning that 3.2 will happen regardless of what makes it into the build or not. If 3.1 is any indication of things to come then anything that isn't ready on the day will be introduced when it is ready and not pushed back to the next major milestone if avoidable.
I thought the plan was to release what ever is ready at quarterly marks? Meaning that 3.2 will happen regardless of what makes it into the build or not. If 3.1 is any indication of things to come then anything that isn't ready on the day will be introduced when it is ready and not pushed back to the next major milestone if avoidable.
3.2 should happen during Q2 regardless of what's ready, but I think most of the things that get pushed back will be pushed back all the way to Q3 patch.
If RSI were planning to release large things between patches, based on when they're ready, they wouldn't be splitting things into Q1, Q2, Q3. etc. to begin with.
I thought the plan was to release what ever is ready at quarterly marks? Meaning that 3.2 will happen regardless of what makes it into the build or not. If 3.1 is any indication of things to come then anything that isn't ready on the day will be introduced when it is ready and not pushed back to the next major milestone if avoidable.
3.2 should happen during Q2 regardless of what's ready, but I think most of the things that get pushed back will be pushed back all the way to Q3 patch.
If RSI were planning to release large things between patches, based on when they're ready, they wouldn't be splitting things into Q1, Q2, Q3. etc. to begin with.
While above sounds sensible on the surface, Q1, 2 etc are targets and help drive work. With the new patcher there isn't much point to holding back any completed work 'for extra polish' or anything like that. If something is 2 or 3 weeks off being ready I see no reason why they wouldn't just introduce it when it is done. This is possibly what happened with Interdiction and beacons for 3,1. Not that somethings might not slip all the way.....It is just that I don't see this black and white picture of "if it does not make it into Q1 - 3.1 then it must wait for Q2 - 3.2". That doesn't make a whole lot of sense to me.
A side of that, good news on technology, the object container streaming related tasks:
Code convesion 34 / 52 (65% done) : Foundational work for object container streaming, converting all legacy Lua code to C++ for improved performance and greater flexibility for multi-threading.
GameObjectExtensions Conversion 16 / 19 (84% done) : Foundational work for object container streaming, converting all remaining GameObjectExtensions so that they no longer use the script table. This will allow for improved performance and greater multi-threading flexibility.
Asynchronous Background Spawning (scheduled) : Foundational work for object container streaming, reworking various game systems to trigger more entity spawns in the background, relieving spawning pressure on the main thread and leading to fewer stalls.
Background Spawning 96 / 160 (60% done) : Foundational work for object container streaming, allowing entities to spawn from background threads so that vehicles or object containers can be spawned with minimal stalling.
Already on a more advanced stage of development on such a fundamental piece of technology.
I'm more excited for this one, will finally allow to expand the game-world and get rid of the hurdle of having to load the entire PU map every time you join it.
Last roadmap updated, pretty simple showcase of changes.
There is also a new feature announced for 3.2: Remotely Operated Turrets on Vehicles.
Consolidated Outland Mustang reworks were delayed from 3.2 to 3.3
Since it looks like RSI network devs are working on Object Container Streaming, I wonder why they haven't just delayed Network Bind Culling to be implemented after Object Container Streaming.
Since it looks like RSI network devs are working on Object Container Streaming, I wonder why they haven't just delayed Network Bind Culling to be implemented after Object Container Streaming.
From what it was mentioned in one ATV related to Network work, it is pretty much something required for the streaming tech.
I do think they are not put on the same task (OSC) because one is netcode work (refactor), the other is new core engine technology that is very wide to its codebase.
OSC surely falls more on the department of engine engineers, while it can be easily taken by being network work, it's something that overhauls how the client loads stuff, hence why it is also required for SQ42.
Since it looks like RSI network devs are working on Object Container Streaming, I wonder why they haven't just delayed Network Bind Culling to be implemented after Object Container Streaming.
From what it was mentioned in one ATV related to Network work, it is pretty much something required for the streaming tech.
I do think they are not put on the same task (OSC) because one is netcode work (refactor), the other is new core engine technology that is very wide to its codebase.
OSC surely falls more on the department of engine engineers, while it can be easily taken by being network work, it's something that overhauls how the client loads stuff, hence why it is also required for SQ42.
You're right.
I remembered that they need new network tech for Object Container Streaming, but I had forgotten that Network Bind Culling is that new tech.
I remembered that they need new network tech for Object Container Streaming, but I had forgotten that Network Bind Culling is that new tech.
It gets a big confusing, but that's because Object Containers is a big thing that had been partially implemented since 3.0, it's several tasks in different fronts that come together to make it possible, that's why a client streaming assets thing is requiring entities to be streamed to, so we see all these different tasks that relate to the same end-goal but different dev teams.
But good to see this more specific OSC tasks and their stage of dev attm, with Hurston progressing well it all depends on the streaming tech to viabilize expanding the game-world.
Lobby Refactor has started development for 3.4, this should the first task directly related to the Server Mesh technology that is what is intended to provide the MMO network back-end for the PU.
..."will lay the groundwork for server migration technology that will allow us to connect multiple servers and clients in the same game session. As this task is closely aligned to server meshing, there won't be an immediate observable benefit to the tech until all server meshing work is complete."
Comments
Have fun
Everything gameplay-wise but mining has been moved to 3.3.
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
Do you want to post a photoshopped faked screenshot as evidence ? Again.
Have fun
https://www.reddit.com/r/starcitizen/comments/8afk46/star_citizen_roadmap_update_20180407/
One thing being taken wrongly they clarified is that there were no Mining features cut, just all merged into one card:
So posting the full current roadmap:
3.2 review got added:
- Groups System
- Quantum Linkin
- Item 2.0 Ship Systems & Weapons
- Manned Turrets on Vehicles
- Item Kiosk Shopping
- Quantum Travel Improvements
- Service Beacon Improvements
- PMA / VMA Improvements
- Ship Persistent Improvements
With the pushback on Service Beacon Refuel/Repair, Salvage, Fuel and manual repair Mechanics.
And the merge of Mining Prospecting, Extraction, Refining and Selling into one task standing for 3.2 as clarified.
New Features:
-Mining on Planetary Bodies: you can mine on both planets and asteroids
-Groups
-Service Beacon: Escort
-Quantum linking: group can quantum travel together
-Item 2.0 Ship Systems and Weapons: you can upgrade ship components
-Ship Persistence: persistent damage, ship variables and ship consumables
-Wear & Tear: age, wear, and possibility of misfire to ship components and weapons
New Core Tech:
-Network Bind Culling: Game client will only update entities near player, not keep track of everyone on the server
New AI:
-FPS Combat AI
New Ships & Vehicles:
-Origin 600i
-Anvil Hurricane
-Aegis Eclipse
-Vanduul Blade
New weapons:
-One ship weapon: Associated Science and Development Distortion Repeater
-Four FPS weapons: Klaus & Werner Demeco, Kastak Arms Scalpel, Gemini R97 Shotgun, Gemini F55
New clothing & Armor:
-Port Olisar costume sets
Improvements coming to:
-Manned turrets on Vehicles
-Item Kiosk Shopping
-Quantum Travel: improvements to graphics, audio and functionality
-Service Beacons: new contract types, filters and interactions
-PMA/VMA
-Economy
-Flight AI
-Performance
Reworks coming to:
-Legacy Marine Armor, Legacy Outlaw Armor and RSI Odyssey Flightsuit
-Consolidated Outland Mustang (all variants)
-Aegis Avenger
No changes on:
-Armor & Clothing
-AI
-Ships
Gameplay:
-Mining is coming on schedule, but Salvage, Fuel and Repair mechanisms were delayed to patch 3.3
Gameplay - Service beacons:
-Base functionality implemented ahead of original schedule in patch 3.1
-Escort functionality on original schedule for patch 3.2
-Refuel and Repair functionality delayed along with delay to fuel and repair mechanisms
Gameplay - New Features:
-Groups
Gameplay - New Improvements:
-Manned Turrets on Vehicles
-Item Kiosk Shopping
-Quantum Travel Improvements
-Service Beacon Improvements
-PMA/VMA Improvements
Gameplay - Changes to original items:
-Mining: Previously separate items for Prospetcing, Extracting, Refining and Selling minerals have been combined into one: Mining on Planetary Bodies
-New item: Quantum Linking: This is clearly required for Escort functionality, but did not have its own item before this
-Two new items: Item 2.0 Ship Systems & Weapons, and Ship Persistence Improvements. Both of these look like they were planned already in January when RSI decided to add age and wear to ship components and weapons, but they did not have their own items before this
Core Tech:
-Network Bind Culling was delayed from 3.1 to 3.2
Weapons:
-New ship weapon: Associated Science and Development Distortion Reaper
-New FPS weapon: Klaus & Werner Demeco
-New FPS weapon: Kastar Arms Scalpel
-FPS weapon delayed from patch 3.1: Gemini R97 Shotgun
[total of 1 ship weapon and 4 FPS weapons coming on patch 3.2]
One delayed item:
-RSI Odyssey Flightsuit rework was delayed to patch 3.3
Three changed items:
-Rework of Legacy Marine Armor was split into three separate tasks for rework of Light, Medium and Heavy versions of that armor
-Rework of Legacy Outlaw Armor was split into three separate tasks for rework of Light, Medium and Heavy versions that armor
-Wear & Tear was merged into Item 2.0 Ship Systems & Weapons
I think there are two items that look like they're in danger of being late:
-FPS Combat AI: This isn't even in development yet, and it looks like their AI team could be busy with Flight AI improvements for a while. Also implementing something like FPS Combat AI is quite a large task.
-Network Bind Culling: This was already delayed from patch 3.1 to patch 3.2, but it's still only 5 out of 11 tasks completed
Gemini R97 shotgun was released in patch 3.1.2 and was moved from 3.2 back to 3.1. Otherwise there aren't any major changes.
Roadmaps from 3.3 and 3.4 have been updated, and roadmap for 3.5 was added to the website. Changes to roadmap for patches 3.3 and 3.4 are:
Locations:
-Cargo depots: removed from 3.4
Gameplay:
-New item: [Missions] Mission Modularity & Racing: More complex missions, new racing mission type, and scanning meachanics to missions. Coming in 3.3
-New item: [Missions] Interdiction & Salvage: Coming in patch 3.4
AI: All previous AI items from patch 3.3 and 3.4 have been removed, and the plan has been completely redone
-Removed items: AI's ability to defend ships from boarders and local security AI's ability to react hostilely to players removed from patch 3.3. AI's ability to land on planets and deploy reinforcements removed from patch 3.4
-New item: [FPS Combat]: Weapon use: Improved weapon and grenade use to FPS combat AI that's being introduced in patch 3.2. Coming in patch 3.3
-New item: [Flight] Ship Behaviors: This is continuation to flight AI behavior improvements in patch 3.2. Coming in patch 3.3
-New item: [FPS Combat] Stealth: Coming in patch 3.4
-New item: [Flight] Quantum & Strafing: Coming in patch 3.4
3.3 and 3.4 roadmap updates from the start of the year:
In addition to this weeks updates listed above, from the start of the year patch 3.3 and 3.4 roadmap have had following updates:
Characters:
-RSI Odyssey Flightsuit rework: Was delayed from 3.2 to 3.3 a week ago.
Gameplay:
-Repair and salvaging were delayed from patch 3.3 to patch 3.4
Weapons: Original plan didn't have any new weapons for patches 3.3 and 3.4. That was changed a week ago:
-Patch 3.3 will have 1 ship weapon update and 1 new FPS weapon: Kastak Arms Karna
-Patch 3.4 will have 2 weapon updates and 2 new FPS weapons: Kastar Arms Ravager-212 Twin and Gemini S71
Core tech:
-New item: Environmental Bleding Shader: Dirt, ice and sand will blend smoother into objects. Coming in patch 3.3
-New item: Network Entity Streaming: Required for Object container streaming. Coming in patch 3.3
-New item: Procedural City Rendering Performance improvements. Coming in patch 3.4.
-New item: Space Scenery Aesthethics improvements. Coming in patch 3.4
-New item: Parallel Network Jobs: Increases server's polulation capacity. Coming in patch 3.4
-New item: Server Meshing: Seamless transition between servers during quantum travel, allowing different locations in the solar system to be handled by different servers. Coming in patch 3.4
-New item: Lobby Refactor: Lobby/session management needs to be redone to support server meshing. Coming in patch 3.4
To sum up the changes (from the start of the year):
-Plans for ships have not changed. Plans for characters and locations have had only very minor changes
-Plans for new weapons have been added. It looks like RSI intentionally did not make/announce their weapon plans earlier
-AI: Original plans for AI have been completely scrapped and replaced with a new plan. The new plan looks like it's a lot less ambitious than the original plan
-Gameplay: Repairing and salvaging were delayed from patch 3.2 to 3.3. So far nothing has been removed or delayed from patch 3.3 or 3.4 to compensate.
-Core tech: If CIG can add server meshing and parallel network jobs in 3.4, that should mean huge increase of players in same universe
Characters: nothing planned
Locations:
-Refineries: Players will be able to sell unrefined ore and purchase refined minerals at these facilities
Gameplay:
-Liquid/Gas Exploration: Search for, identify and extract deposits of liquids or gases on both planets and space. [curiously RSI is adding Cloud tech: patches of space that contain the raw elements needed to create fuel already in patch 3.3]
-Data running: Transform data into a gameplay element. For example a prospector can create a piece of data containing location of a mineral deposit they've discovered and sell it.
-Long Range Scanning: Find points of interest and travel to them. Used in prospecting and exploration.
New ships:
-Origin 890 Jump
-Banu Defender
New FPS weapons:
-Kastak Arms Coda
-Klaus & Werner Lumin V
-Kastak Arms Firestorm
Improvements:
-CommArray revision
-Expanded cargo: different cargo crates
-[FPS Combat AI] AI Combat Styles: For example trained military, or untrained fighter
-[Flight AI]: AI Pilot Combat Styles
-Performance optimization
Patch 3.2 items that aren't in development yet are:
-Manned Turrets on Vehicles
-Ship Persistence Improvements
-FPS Combat AI
-4 out of 5 Outland Mustang revisions
I'd say that FPS Combat AI is almost guaranteed to be late. New AI always requires a bit of testing, and RSI is running out of time.
Those other items that haven't started development yet are in danger of being late, but with them RSI could still make it if they start development now.
Network Bind Culling is also in danger of being late due to showing no progress.
EDIT: After patch 3.1 release RSI had 13 weeks to make patch 3.2. So far 4 weeks have passed, or 31% of that time. At the moment 86% of their items are less than 31% complete. It's not looking very good for patch 3.2.
If RSI were planning to release large things between patches, based on when they're ready, they wouldn't be splitting things into Q1, Q2, Q3. etc. to begin with.
Last roadmap updated, pretty simple showcase of changes.
There is also a new feature announced for 3.2: Remotely Operated Turrets on Vehicles.
Already on a more advanced stage of development on such a fundamental piece of technology.
I'm more excited for this one, will finally allow to expand the game-world and get rid of the hurdle of having to load the entire PU map every time you join it.
Since it looks like RSI network devs are working on Object Container Streaming, I wonder why they haven't just delayed Network Bind Culling to be implemented after Object Container Streaming.
I do think they are not put on the same task (OSC) because one is netcode work (refactor), the other is new core engine technology that is very wide to its codebase.
OSC surely falls more on the department of engine engineers, while it can be easily taken by being network work, it's something that overhauls how the client loads stuff, hence why it is also required for SQ42.
I remembered that they need new network tech for Object Container Streaming, but I had forgotten that Network Bind Culling is that new tech.
But good to see this more specific OSC tasks and their stage of dev attm, with Hurston progressing well it all depends on the streaming tech to viabilize expanding the game-world.
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
A lot of progress on the rework of legacy armors, from +30% to +70% this last week.
The gameplay front progressing, as usual, the highlight being the start of development on the Ship Persistence Improvements.
On the AI side, FPS Combat AI has started development, jumping straight to 33% this last week.
The performance progressing more slowly, with the network culling stalled.
Lobby Refactor has started development for 3.4, this should the first task directly related to the Server Mesh technology that is what is intended to provide the MMO network back-end for the PU.
..."will lay the groundwork for server migration technology that will allow us to connect multiple servers and clients in the same game session. As this task is closely aligned to server meshing, there won't be an immediate observable benefit to the tech until all server meshing work is complete."