Game Discussions Star Citizen Discussion Thread v12

Bognogus was not enjoying his SC session earlier, explained he was so looking forward to playing a different game tomorrow, Everspace2.

I went away, came back, and he's abandoned SC early and jumped in to NMS.
 
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But don't worry, 2022 was full of stuff ;)

The following list is PU focused, wont include SQ42 only stuff. Ill also exclude entirely dev facing tools.

Keep in mind this is only things ACTIVELY in development, not things planned.

Source: https://robertsspaceindustries.com/roadmap/progress-tracker/deliverables

  • Atmospheric Pressure Damage
  • Banu Merchantman
  • Bounty Hunter v2
  • Building Interiors
  • Cargo System Refactor
  • Cave Archetypes
  • Charge/drain t0
  • Commodity Kiosk (building blocks conversion)
  • Points of Interest: Derelicts
  • Drake Corsair
  • Dynamic Events (like jumptown)
  • Dynamic Missions System
  • Dynamic Population (npcs)
  • Ecosystem Enhancements
  • EVA t2 (limited fuel)
  • Foliage Shader
  • FPS Devices t1 (deployables)
  • Hacking T0
  • Infiltrate/Defend Mission
  • Jump Point Spacescaping
  • Jump Points
  • Ladders T1 (thank god!)
  • Lean over cover
  • Life support T0
  • Lockable Containers
  • Lorevile Cityscape (reworking skyline)
  • Magazine Stripping/Refilling (ballistic only)
  • MFD Rework (convert to building blocks)
  • Hull C
  • Hull E
  • MISC Odyssey
  • Move Planet to Compute (performance improvement)
  • NPC Scheduler Service (spawns NPC by archetype, informed by quantum)
  • 600i gold standard
  • Origin X1
  • Outpost Homestead - Independent & Outlaw
  • Outpost Theme Variants (abandoned, mining, research, etc)
  • Persistent Hangars
  • Persistent Streaming and Server Meshing
  • Player Interaction Experience T0 - Hints & Interactions
  • Player Interaction Experience T1 - Lockers & Inventory
  • Player Interaction Experience T2 - Visor HUD & Helmet
  • Player Reflection
  • Probability Volume Encounter Density Refactor (to work with quantum)
  • Pyro Space Stations
  • Pyro System, Plenty, and Mission Setup
  • Quantum Simulation
  • Quantum Travel Expeirnece
  • RaStar (settlement placement tool, eventually for player use too)
  • Reputation V2
  • Rescue/Transport Mission
  • Resource Management
  • Rest Stop Hangar Replacements
  • RSI Scorpius
  • Salvage T0
  • Ship CPU
  • Space Mines
  • Theaters of War - Miscellaneous Support
  • Unannounced Vehicle (6 teams)
  • Unannounced Vehicle (3 teams)
  • Unannounced Vehicle (2 teams)
  • Unannounced Vehicle (1 team)
  • Unannounced Vehicle (1 team)
  • Unannounced Vehicle (1 team)
  • Underground Facilities
  • Underwater Rendering/Caustics
  • Weapon Misfire & Wear
  • Zero G Push & Pull
And thats it. If something is missing its either not scheduled (which only covers this year) or its finished, or its schedule but not yet being worked on.

Its easy to forget that just because its not on ISC, that doesnt mean they arent working on a ton of stuff.

Source: https://old.reddit.com/r/starcitizen/comments/tw3n3l/a_list_of_things_in_development/
 
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This entire thing is mad...

Squadron 42 Update

Some random quotes...

In previous months, they established a strong design for combat AI...

This should save significant time during collision detection if thousands of crates attempt to collide with a ship consisting of several thousand parts.

In February, the team began working with a new visor UI rendering method.

...the year’s upcoming mo-cap shoots...

...currently prototyping a new ‘modular fluff screen’ system...
 
Some random quotes...
My favorite part this time is they're doing the old scoundrel programming routine of swapping the allocator after getting in trouble for abusing it, but they're replacing the scoundrel's favorite, jemalloc. So these are desperate times for someone trying to avoid cleaning up a mess.

the beige gravy is awesome and i will be hearing none of this from a land that has a bowl of beans with their breakfast!
A proper southern gentleman's approach to biscuits is to reach for the molasses.
 
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