Do you think development of Star Citizen will become more stable (better to predict the timeline) after the FPS, Instancing, Large World and AC 2.0 are finished? Or will be a lot of friction when all this is integrated? How do you balance this problem of integrating new features and stable/predictable development between the main development branch and our live/PTU branch?asked by Bjoern Schwartz
So, that's a good question and actually you know high five we got our first producer relevant question on the show...
Woohoo!
Yes, so to answer your question. Really some of the things you highlight in here are things like FPS, Instancing, particularly Large World, and what we're really talking about when we talk about those things are new features and they're definitely, for the CryEngine at least, new R&D features so they require a lot of work from the programming team and there's an end goal of what they want to achieve that's kinda set out from the beginning but the route there is not immediately clear from the very beginning. So, it's something you kinda discover as you go, so one of the things that you will see is that those features are far less predictable. They have a lower predictability quotient to coin a term. So, yes, that does increase our inability to predict the timelines on these things and then it cascades into other things. Well, if something relies on Large World and we don't quite know when that's going to be then we don't quite know when the dependent thing is going to be and as you get closer and closer it all becomes more clear and it's kinda our job to maintain and update, maintain and update and keep as clear a picture as we can at any given time.So, to answer the specific question of will this improve the predictability once these things are done. The answer is as we get closer and closer to the end of the project and there's less and less R&D and less and less new feature work and more just content pushing that becomes infinitely more predictable. Content is something that is much, with the exception of design content, but I'm talking raw art assets or we need to make these levels, I mean that's much more easy to waterfall and it's far less unknown, so yeah that will get much more predictable and much more quick as the project picks up and we're kinda hitting - at this point we're around the knee of the curve when we're going to start doing more just straight content production and cut down on the feature production. So yeah, I hope that answers your question and thank you it was a good one.
Yeah, good question.