With so many gameplay mechanics and system content needing to be developed for the PU, how do you make prioritisation decisions on what is developed first?asked by Graxas
Yeah I'd say first and foremost, the priorities come from Chris and Tony. Those are the guys directing the project so they pave the way for how we are supposed to prioritise our features. So they decide "Okay we have an upcoming release, what do we want to show?" And then once they decide what we want to show we'll break those features down into critical priority, high priority and moderate priority. And what that really means is that a critical feature is something that is an absolute must-have for that release; a high priority feature is a nice-to-have, it's something that's not essential but it's something that we would like to have in the release; and then a moderate is a wishlist item, so it's something if we get to it "great" if not "no sweat".So for example, for the first Social Module release we had ArcCorp, the environment itself, it was a pretty critical, must-have feature. Without ArcCorp there you wouldn't have had an environment to run around in: so it had to be there. That's a critical feature. We also had emote text descriptions, it was like a high feature. We wanted everyone to know when you did your emotes what was happening as you did them so the text would show up in the chat box. So that was a nice to have. And then moderate would be the critical, er, moderate would be the chat ...
Opposite of critical!
Oh so critical! Moderate would be the chat, additional extraneous chat features like the ability to minimise windows, customise chat just a little bit and that didn't end up making it in.
Stuff that we want to do eventually but we don't have to do right this second for this release.
Exactly, and then those features that don't make it into that release they'll either waterfall into the next release, sometimes at higher priority, sometimes not at higher priority depending on what Tony and Chris want to focus on; or they'll go into a backlog for later review.
A little peak behind the curtain too, we're trying to standardise what we are doing on the Production side, as far as using the same kind of nomenclature for features that we do for bugs, so we have critical bugs; high priority bugs; and moderate bugs. If it is a critical bug we're not going to ship a patch with it.
No.
Just like if it is a critical feature, or how that relates to task, we're not going to ship the patch without that being done. Also there is a focus shift to try and prioritise features going forward that are needed for both Persistent Universe and Squadron 42 and Star Citizen as a whole. So we're trying to look at it holistically rather than being split up across various modules.