Star Citizen dogfighting module held back for additional polish

Star Citizen

By on December 19, 2013 at 6:41 am

Finally a news post about Star Citizen that doesn’t involve going squee over the many millions they’ve raised — although they’re still generating obscene amounts of income. The latest update from Chris Roberts on the Roberts Space Industries website has revealed that earlier plans to publish a “preliminary build” of the dogfighting module has been postponed until next year.

“As I explained during the live stream, we’ve been debating internally what would be the best use of time and resources for the overall development of the game, to keep as close as possible to our original schedule of the Alpha of Star Citizen’s Persistent Universe towards the end of 2014, and the “public” release 2015,” Roberts explains. He added that while the significant increase in crowdfunding has also taken away development time from himself and others as the team works on getting all of its ducks in a row. “We’re further along than originally planned in building the tech for the persistent and instancing server backend which will ultimately drive Star Citizen. Both Squadron 42 and First Person Personal combat / boarding have full teams working in parallel, in addition to the teams in Los Angeles, Austin and Montreal working on the Dogfighting and Planetside components. We have smaller groups of people supporting these efforts from CGBot in Austin & Monterrey, Mexico and Void Alpha in San Francisco.”

This has delayed the amount of content RSI has been able to include in the dogfighting module, which Roberts argues was “always intended … to be more about head to head than player vs AI”. Nevertheless, players will be able to get a good peek at the dogfighting around December 20/21 during a two hour livestream that showcases updates to the hangar and dogfighting modules, as well as a look into the Squadron 42 single-player mode.

Source: Thanks, PC Gamer UK!

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9 comments (Leave your own)
Lord_PorkSword

A smart move IMO!
Better it get’s done properly in the first instance rather than waste time and pledger funding to work on something that will be thrown away!
Too many times have we been bitten by unfinished releases that were’t finished yet but were released because some publisher said it has to go live NOW! Much respect for not appeasing the impatient masses!

There are a lot of folk itching to see them fail…so, even though it’s still only alpha, RSI need to release something that’s done properly and of quality.
So even though it’s delayed it’s good to see that RSI will show some current in-game footage and give us some ‘interactive’ elements to the hangar!

Looking forward to seeing some Dog Fighting action!

 

lordporksword,

I couldn’t have said it better myself.

 

Star Citizen dogfighting module held back for additional polish

Not exactly accurate.

They aren’t adding polish so much as have decided to wait until their back-end work is complete rather then just shoe-horn the gameplay onto cryengine’s back-end network code which would not have given them a good platform upon which to test.

 

Bitterly disappointed but can totally see the wisdom in such a move.

 
Loophole_62ndFF

It sounds like a terrifying juggling act, coordinating all those disparate development teams. Hopefully they can plug it all together without too many disasters!

 

was watching wingman 49 i think the other day and chris was talking in that, basically saying

they had 2 choices, slap something together now for us to play with then scrap it (cos they couldnt use it in the bigger scheme of the game) or take a bit longer and do it the long but correct way that will be used in game .

doing it the right way so they can use it and build on that further is definitely the better choice for the game

 

ball0fire:
was watching wingman 49 i think the other day andchris was talking in that, basically saying

they had 2 choices, slap something together now for us to play with then scrap it (cos they couldnt use it in the bigger scheme of the game) or take a bit longer and do it the long but correct way that will be used in game .

doing it the right way so they can use it and build on that further is definitelythe better choice for the game

^ pretty much this they could stick to schedule but what they’re doing is far better in the long run.

 
charliebrownau

Livestream and WMH this saturday at the crack of dawn , well around 3-4am

 
charliebrownau

For anyone getting up early to watch the live steam on the weekend

Los Angeles (U.S.A. – California) – Friday , 20 December 2013 at 10:00:00 AM PST UTC-8 hours

Auckland (New Zealand) – Saturday, 21 December 2013 at 6:00:00 AM – NZDT – UTC+13 hours
Brisbane (Australia) – Saturday, 21 December 2013 at 3:00:00 AM – AEST - UTC+10 hours
Tokyo (Japan) – Saturday, 21 December 2013 at 2:00:00 AM – JST - UTC+9 hours
Singapore (Singapore) – Saturday, 21 December 2013 at 1:00:00 AM – SGT - UTC+8 hours

 
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