Star Citizen Squadron 42 Delayed

The Squadron 42 campaign for Star Citizen is delayed until 2017, reports Kotaku UK, saying the news was revealed during a livestream from CitizenCon. The first chapter of the single-player side of the space simulator was most recently supposed to come to backers this year, but this news confirms rumors of a delay that surfaced last month. On the bright side, Eurogamer notes that Cloud Imperium Games released a new video showing off how planets will be procedurally generated in the game, along with other tidbits, including a sandworm, though they don't specify whether this is showing us Beetleguise or Dune. Back to the delay, the Kotaku UK story offers two slides with details on the state of the project, and here is what those say:
S42 Primary Tech Hurdles

Content

Most of our base technology is now complete
Still in Progress:
Subsumption

  • Pathfinding Logic
  • Full Animation Integration
  • Improved Combat Logic
  • Mission System Integration
  • Enhanced Fight AI

Object Container Streaming
CPU and GPU Optimizations

S42 Status Update

Content

  • All chapters and gameplay features at grey-box or better
  • Taking one chapter to final ship quality - flushes out any technical, integration and polish issues.
  • Building Technology & Systems for the long term and the whole SC universe - no short cuts!

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209.
 
Re: Star Citizen Squadron 42 Delayed
Oct 17, 2016, 12:21
Re: Star Citizen Squadron 42 Delayed Oct 17, 2016, 12:21
Oct 17, 2016, 12:21
 
I guess I look at SC development much like Steams early access development model. I see a game that is for sale for $45 entry level content, where you can play in development parts but it's not yet ready for full release (E:D is fully released). In early access people are spending money to help finish the game, the more they spend the bigger and better the game is (supposedly). A good game example is ARK (which I understand will never come out of early access, but that's another conversation). ARK is always on Steams top 10 sales list, and still sells tons of copies, it is unfinished but yet there is still content to keep the players wanting more so they get their friends to buy it or they get the expansion pack, therefore more money goes into the development cycle.

That how I see SC at the moment, an endless pit of money getting dumped into their coffers (at the moment) from backers, new players and people buying more ships (DLC) to help finish the game. I see their budget always growing because the fans are always putting money into it. I don't see SC as a "set in stone" development budget like other games to where game A. has to be done by such in such date and cost under such and such amount of dollars.

If say they go 2, 3, 4 years more without delivering major content then people will get fed up and stop feeding the development engine, then you can say ... see ... it was too good to be true. But if say in 2 years time SC is at a state where they call it Release version 1.0 and not alpha, and they then say ya this took 250 million to make, I'm guessing by the amount of money they continue to pull in monthly from fans as well as the brand deals like the Intel, Saitek, AMD, private deals they will have that funding to get to that point. Not to mention the money injection they will receive from SQ42 sales when it's released in a few months with coverage on review sites, adding to the ever growing funds they already have.

Now how they get to that point and how they are doing it, well that's also up for debate, but from what I see and read, it looks like a typical AAA development cycle to me with setbacks, redos, and delays included ... and from what has been shown, it looks to me like they can deliver on most of their promises, but I'm said to be bias
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