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Pillar Talk ·
Published on this date.2019-08-30
· 7 Q&As

Star Citizen: Pillar Talk - Staggered Dev

Developers explain a move to staggered development, with teams working in roughly six-month blocks of two-week sprints while quarterly PU releases continue. They cover more QA time, fewer planning and release-prep gaps, 3.7 to 3.9 overlap, and effects on Squadron 42.

Transmission log

Full answers

What are we here to chat about [regarding the development process]?

TL;DRRecent deliveries slipped by a couple of weeks because features arrived late and left too little QA time, so the plan is to allow more time to develop, polish and make features work properly.

Erin RobertsChief Development Officer

Working on the project, we've adjusted a few times on the development side in terms of working out what works, what doesn't work. We noticed in the last two deliveries we missed it by a couple of weeks each time because basically some features were coming in late, and so we couldn't get the proper QA time to go in.

John CreweVehicle Pipeline Director

There's no point having a thousand features in the game if half of them don't work how you'd expect them to. You're not going to have a fun time playing in that game.

Erin RobertsChief Development Officer

So the idea is rather than trying to get it done and squeeze it all into three or four weeks, we actually give ourselves plenty of time, so when we're delivering these features we have more time to develop and make sure they're right, we have more time to really polish them, we have more time to really make sure that they're fun, they work.

Pillar Talk·
Published on this date.30 Aug 2019

Does that change our release schedule on the PU at all?

Erin RobertsChief Development Officer

We're still delivering every quarter, it's just that we're trying to get a cadence where half the teams are basically getting more time. We split up a bunch of the teams into smaller groups. They'll be working with six months of work. We're going to get 3.7 done in that period of time so we can start the other teams overlapping. So a bunch of the teams are working on 3.8 stuff, while the 3.7 teams who finish with 3.7 will then be working towards basically 3.9. You take that time, and the development for it means that each of our sprints is basically two weeks. So if we're able to do three sprints for six weeks, actually it works out we can do more like eight sprints all together, which is 16 weeks.

Pillar Talk·
Published on this date.30 Aug 2019

What's your plan to make sure that we stay on task and still deliver every two quarters with staggered development for your teams? Do you still want to put in place certain things like checks and balances and getting it to QA?

TL;DRThey want to keep quarterly delivery but stop forcing every team onto it, using a longer cycle with the same gates, since ships and big locations are already released when ready.

John CreweVehicle Pipeline Director

Essentially the same process, just over a larger time frame, which just makes each of those individual gates a much more achievable set of goals.

Erin RobertsChief Development Officer

You want to keep a quarterly delivery, but why do we need to force all the teams all the time to be trying to hit this quarterly delivery?

John CreweVehicle Pipeline Director

It compromises, especially on the dev side, when in your mind you've got the first week of a quarter, you're doing your planning, you know what you're going to do, you execute on it, then you prepare it for the patch and you go out to Evocati, PTU, and you're doing your feedback, and then you're expecting a date for it to be gone and you start again. When it goes past that, the other date doesn't tend to move, so you then have to pinch that time back somewhere. Do you take it out of planning? Taking out planning is usually a bad thing, because then it makes executing it worse.

Erin RobertsChief Development Officer

The content teams already run to a different cadence. They're not delivering every quarter. If you're working on, on John's side, ships...

John CreweVehicle Pipeline Director

Yeah, they're out when we're happy with them. We always used to go towards: here's the quarter releases, we'll do things for the year, split up the ships between them, go in. But then it was a case of, well, this ship needs more time because we're not happy with X, Y, Z on it. Rather than just release a ship at a date, we'll release it when it's ready, like the Defender, the 890.

Erin RobertsChief Development Officer

Same with a lot of the environment work. If you're doing a big landing location or planet, that's not something you usually can fit into a nice tight three-month quarterly period; it goes longer. But on the feature side, generally, yes, we had some features which went a bit longer. Mining was one of them. The original set of mining went through, and that took a couple of quarters in the background. But since that period, we've really been trying to just fit everything into a quarterly release. And the reason you do that is because, as a team, we're all trying to show as much new stuff and new features and work as we can to the community, and we're trying to just put all that in.

Pillar Talk·
Published on this date.30 Aug 2019

John, with this kind of cadence, from a team's perspective, how does this impact the vehicle [team]?

TL;DRLonger blocks cut repeated planning and release-prep time and shift it to development, aiming for polished features that work well together rather than checklist items, so each delivery is better than the last.

John CreweVehicle Pipeline Director

Aside from obviously giving us more time, by doing it as a six-month or longer block, you strip out those multiple planning and, not testing, but preparing for releases. If you're doing the feature in a quarter, you lose time for planning for that quarter and for testing that quarter. You string them together, you can strip that middle bit out and spend that on development instead. And it helps move away from developing features as a checklist of features, like 'we want to do X and Y in the game'. If you do it in this very specific order, knowing these caveats, you can do it, but that doesn't make it a fun and exciting experience. And we've got a huge amount of features in the game that, if we tweak and polish those, will just work together so much more nicely, and then the whole overall experience becomes a lot better.

Erin RobertsChief Development Officer

When we put new features in now, we don't have the time and things break and it's frustrating; we want to get away from that. Now when we deliver, my huge drive is to make sure that from now on, every time we deliver, it is better than the last quarter you had. We felt like the last quarter or two, because we pushed some stuff in, it wasn't quite as good as we'd like.

Tyler WitkinHost, Community

And some of this comes from the community, some of it comes even from the developers internally. A lot of times we do a lot of postmortems, we do a lot of feedback gathering, and we ourselves know these things, but how can we make the experience good for the developers, for the community, but then also get the game to where we feel like it should be?

John CreweVehicle Pipeline Director

Like I talked about earlier, you're moving away from just ticking off a feature and saying technically it's done, that feature works, but you have to work around it by doing this, this and that. It allows people to have more pride and just a great feeling about doing this thing: this is a feature that I've worked on for six months and it works great, so now I'm happy for people to play it. Rather than: I was told I had to do this feature, and this is what was provided in the time, and I know it's not... this is all I could do at the time, we wanted it out.

Erin RobertsChief Development Officer

And a lot of that is about getting stuff in. There'll be a lot of different cool stuff: getting the economy working properly, getting a bunch of missions working properly, getting the AI working properly, getting lots of locations on the planets with all the different feature sets we have for creating. We've got this wonderful planetary tech, which allows us to basically just create everything on the fly, and the locations on the fly. Get all that stuff working. If we get that stuff working, then we have an amazing gameplay experience, and then we can provide features and content and gameplay for years to come to really make this incredible universe we're doing.

Pillar Talk·
Published on this date.30 Aug 2019

On the cadence of the six-month stagger, why six months? Why not a year? What was the thinking behind that?

Erin RobertsChief Development Officer

If a feature needed more than six months, you'd have it. It's more about doubling the cadence. We felt like typically six months is quite a good number, but yes, sometimes things take longer. There will be some features which may need nine months. If they need nine months, people work on them for nine months. It's just that what we aren't prepared to do is try and throw it all in at the end and then just have this huge mess of stuff. We want to actually get to a level where it goes in because it's working. It's been tested. We think it's fun. It's great. Yes, there's going to be one or two issues and a few polish things, but we now know we have the time to really make it great.

Pillar Talk·
Published on this date.30 Aug 2019

What kind of impact does this have on features: how many features, quality of features? Are we going to reduce features? What's our plan?

Erin RobertsChief Development Officer

We have a whole list of the features that we 100% are going to deliver, but what we want to do is deliver them in a way that makes sense, and that means we're going to go and get all the cool stuff we have working properly. And then when everything is working the way it should, at that point, for a game, that would be more gameplay than pretty much anything out there already.

Pillar Talk·
Published on this date.30 Aug 2019

Is there any impact to Squadron 42?

TL;DRThe changed cadence should help Squadron 42 because it shares the codebase and gets fixes in better shape sooner; they plan to revise the roadmap, aiming for a real game once persistence, orgs and server meshing are in.

Erin RobertsChief Development Officer

John works on everything as well, but it really should help at the end of the day. This whole situation means that there's less downtime for people who are doing the Squadron work and have to support stuff in the PU. We have the longer development cycles, because all the Squadron features are in the PU. It's a shared codebase. So this whole thing should really help everybody in what they're doing.

John CreweVehicle Pipeline Director

The people that are working on missions for Squadron are having to work with the same stuff that goes out every quarter. Obviously they get it as it comes in, but if people are struggling to do a certain feature in the PU, spending longer to fix it means that the Squadron team gets that fix in a better state sooner, so it helps them.

Erin RobertsChief Development Officer

In terms of our long-term roadmap, yes, I think you will see some changes to that. We're going to basically break down exactly where we're going with all the features and so forth to get them to where they need to be. And we'll be sitting here in a year's time and we'll talk about some other improvements we want to do and so forth. You can't stand still. You have to learn from your experiences and look at what worked. If you just blindly do the same thing over and over again, then nothing's going to improve. In CitizenCon last year, our plan is, when we have persistence, when we have some of these core features in, like the orgs working properly, which is part of this drive as well, when we have server meshing going, at that point we feel like we have a game. And that's what we want to get to. So while all this is going in, we're cleaning everything up, we're polishing, we're making all these features work great, we're adding all the sub-features in there and so forth. And at that point, we have a game that people can just play and really love. And then after that, every quarter, we give them more. We give them more. We give them more. We're then going to basically just keep on building on this for years to come.

Pillar Talk·
Published on this date.30 Aug 2019