martes, 27 de diciembre de 2016
sábado, 24 de diciembre de 2016
lunes, 19 de diciembre de 2016
miércoles, 14 de diciembre de 2016
Production Schedule Report
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.
domingo, 27 de noviembre de 2016
miércoles, 23 de noviembre de 2016
Weapons: CF-SERIES LASER REPEATER
Model: CF-007 BULLDOG REPEATER
Manufacturer: KLAUS & WERNER
Type: LASER REPEATER Size: S1
Featuring a three-barrel sequential fire design, the Klaus & Werner CF-007 Bulldog repeater is capable of high rates of fire while maintaining accuracy. It has low damage per projectile and, although it has relatively low power consumption over-all, several publications have commented on its somewhat lackluster efficiency. Even so, the CF-007 remains a favorite among new pilots who are outfitting their first ship.
Esta es el arma que monta mi Gladius bajo las alas (Fixed mount). No están montada fijas sino en unos soportes giratorios. Como mi Gladius tiene la capacidad de montar armas de talla 2 (S2) decidí buscar un arma similar pero mas potente.
Model: CF-117 BADGER REPEATEREsta es el arma que monta mi Gladius bajo las alas (Fixed mount). No están montada fijas sino en unos soportes giratorios. Como mi Gladius tiene la capacidad de montar armas de talla 2 (S2) decidí buscar un arma similar pero mas potente.
Manufacturer: KLAUS & WERNER
Type: LASER REPEATER Size: S2
The CF-117 Badger repeater is Klaus & Werner’s dependable second-tier repeating laser. Its increased output (and corresponding power consumption) make it a solid contender in any fight. Power efficiency continues to be a problem with the K&W models, however.
He comprado una de estas armas para probar en mi Gladius y se puede instalar tanto bajo las alas (Fixed mount) como en el morro (Gimbal mount). El problema es que no deja montarla en los soportes giratorios alares que si que pueden ser usados por el modelo CF-007. De momento lo almacenaremos en el hangar para futuros usos y seguiremos usando la CF-007 por la ventaja de los soportes giratorios.
martes, 22 de noviembre de 2016
Coming Soon: Star Citizen 2.6 Update
13/NOV/2016 - REDACTED:
We’re Starting each week by looking at the State of Alpha 2.6, there was some info from the RSI newsletter, BugSmashers and from AtV via Chris:
“Alpha 2.6 (including Star Marine) made progress this week, with work continuing to make sure the combat loop ensuing weapon feel, grenades (In BugSmashers they fixed a bug with grenades falling out of your hand rather than being thrown.), hit & death reactions (to make them more satisfying) and the User Interface (UI) are up to our standards. Code for the leaderboards are done and QA plans to test sending stats to the Platform early next week.
- Finished for the latest round of adjustments on the Station Damian map which is our smaller space station SM map.
- Animations also been doing some further testing on combat signaling and the emote system to see if an override animation solution or an additive solution will produce better results.
- Pirate Swarm AC Mode is in testing along with new AI profiles that are currently being balanced. The fix for the new pickups are in.
- A couple of interesting blockers popped up as well. In Vanduul swarm, players and AI we’re getting placed on the wrong team, seems Warlord and Vixen weren’t quite as trustworthy as they seem.
- Tech Design had a strange bug where a mysterious force pushed players away when they had to enter ships with interior grids and if you try it again it would kill you so that’s not very good.
- We also had a bug with the Herald where the Cockpit windows turned opaque so you couldn’t see out of them and therefore pretty hard to fly.
- The Herald, both the Herald and Vanguard Hoplite are receiving the last round of polish for their upcoming release in the 2.6 Alpha.
There are still plenty of bugs to smash, though, including one where remote clients see other players positioning with at least a one second delay. We’re confident we can get these bugs resolved and deliver a great experience.” – Slightly Paraphrased Chris Roberts AtV
lunes, 21 de noviembre de 2016
Ships: AEGIS SHIPS
AEGIS SHIPS (Updated 21-11-2016 )
- Avenger Stalker (Interceptor / Caza Recompensas)
- Avenger Titan (Carguero Ligero)
- Avenger Warlock (Guerra Electromagnetica)
- Gladius (Caza de Corto Alcance)
- Gladius Valiant (Caza de Corto Alcance)
- The Sabre (Caza)
- Vanguard Warden (Caza de Largo Alcance)
- Redeemer (Cañonero)
- Retaliator Bomber (Bombardero Pesado)
- Retaliator Base (Caza Versatil)
- Reclaimer (Salvage)
- Vanguard Harbinger (Bomber)
- Vanguard Sentinel (Guerra Electronica)
- Javelin Class-Destroyer (Capital Ship)
- Idris-P (Fragata)
- Idris-M (Fragata)
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- Color GREEN: Flight Ready
- Color BLUE: Hangar Ready
- Color ORANGE: In Production
- Color RED: In Concept
martes, 11 de octubre de 2016
martes, 27 de septiembre de 2016
Ship: Aegis SABRE
Part of Aegis Dynamics’ Phase Two of new ship models, the Sabre was designed as a space superiority fighter for those situations where you need to leave a lighter footprint. Designed to be a rapid responder, the Sabre is more than capable of establishing battlefield dominance for any number of combat scenarios.
miércoles, 31 de agosto de 2016
sábado, 20 de agosto de 2016
viernes, 8 de julio de 2016
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