Milestone 2 - Wii

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Milestone Schedule=
==Milestone 2 - Monday, 19ᵗʰ March 2007==
Documentation:
*1ˢᵗ Draft Design Document
*1ˢᵗ Draft Milestone Schedule
*1ˢᵗ Draft Technical Design Document
Running on Wii:
*Tatooine ground layer including a Static Object integrated from PS3/X360 console pipeline.
**No physics collisions
**Fly cam, no player or animations
*Space layer and Capital Ship exterior integrated from PS3/X360 console pipeline
*User can transition back and forth across VBF (Tatooine) with fly cam
**Transition should represent “seamlessness” 
***Loading is acceptable, but should not be overt to the player.
***Placeholder transition effects are acceptable. 
*Investigate Wii Controller usage on PC for Controller Tests
|-|Roadmap=
==Milestone 2 - Monday, 19ᵗʰ March 2007==
Summary:
*Basic VBF components in place
Content Details:
*Tatooine ground layer including a Static Object integrated from PS3/X360 console pipeline
*Space layer and Capital Ship exterior integrated from PS3/X360 console pipeline
*User can transition back and forth across VBF (Tatooine) with fly cam
Game Design:
*Deliver 1st Draft Design Overview
Technical (Rendering):
*Tatooine ground layer including a Static Object integrated from PS3/X360 console pipeline
**No Physics collisions
**Fly cam, no player or animations
*Space layer and Capital Ship exterior integrated from PS3/X360 console pipeline
Technical (General):
*User can transition back and forth across VBF (Tatooine) with fly cam
*Investigate Wii Controller usage on PC for Controller Tests
*Deliver 1st Draft Technical Design Document
Production:
*Deliver Wii Build
*Deliver 1st Draft Milestone Schedule
|-|Milestone Feedback=
Project Title: Battlefront III - Wii
Developer: Free Radical Design
Milestone: Milestone 2
Production: Jamil Dawsari
Gabe Gils Carbo
James Morris
Orion Kellogg
Milestone Review 
March 22ⁿᵈ, 2007
Milestone 9 - Monday 19ᵗʰ February 2007
Milestone 2 – 19th March 2007
Documentation
1st Draft Design Document
1st Draft Milestone Schedule
1st Draft Technical Design Document
Running on Wii
Tatooine ground layer including a Static Object integrated from PS3/X360 console pipeline
No Physics collisions
Fly cam, no player or animations
Space layer and Capital Ship exterior integrated from PS3/X360 console pipeline
User can transition back and forth across VBF (Tatooine) with Fly cam
Transition should represent “seamlessness” 
Loading is acceptable, but should not be overt to the player.
Placeholder transition effects are acceptable. 
Investigate Wii Controller usage on PC for Controller Tests
Review Issues	
Classification-A	
Classification-B	
Classification-C
Limited Stage	
0	
1	
1
One Vehicle	
0	
0	
2
One Unit	
0	
0	
1
For your benefit we have chosen to classify the importance of areas for this milestone review under a classification of A, B and C, where C is of less consequence.
To obtain a pass, you are required to implement the review areas under Classification-A as high priority. You may also need to resolve Classification-Class Bs to improve the quality of the game as part of this milestone or as a part of future milestone submissions. Addressing issues that LucasArts may raise against a Classification-C, will further improve the overall product quality under our criteria, but these issues are not significant towards a pass if you are at not at or beyond the Alpha stage of development. 
==Tatooine ground layer including a Static Object integrated from the PS3/X360 console pipeline.==
Overall
Terrain and static object present in MS2
Good
The terrain texture looks quite good.
The metallic effect on the cantina bar objects looks good.
Areas to Improve
Note: Terrain morphing is still a concern, however we see in the TDD that there are plans to mitigate this issue.
STATUS: APPROVED
==Space layer and Capital Ship exterior integrated from PS3/X360 console pipeline.==
Overall
Both space and Capital ship are present
Good
The Capital Ship made a great transition from next-gen. The model looks good.
Areas to Improve
Class B: The capital ship is picking up odd lighting that is visible as you move the camera across its surface. It looks scaly like a fish, rather than metallic.
Class C: The starfield looks stretched if you aim the camera straight up.
==User can transition back and forth across VBF (Tatooine) with Flycam==
Overall
User can transition layers seamlessly
Good
The transition between layers is extremely fluid.
The terrain fades in very convincingly.
Areas to Improve
Class B: Some of the objects on the ground pop into view as you fly down toward the planet. This should be minimized or obscured as much as possible.
Class B: From space, the texture on the ground layer is extremely low resolution, particularly when looking down at the playable area. We would expect some visual effect, be it clouds, blur, or depth of field, to minimize the large jagged patches.
Class C: The cloud layer is a flat white film between land and space. We would expect the final effect to be more convincing.
STATUS: APPROVED
==Other==
Good
Great to see a large number of objects (100+ clone troopers) moving in the world. What does this test tell us about the engine?
We appreciate the formation of this particular clone regiment 
Areas to Improve
Bug: There is some corruption on the transparent portion of the X-wing cockpit that was not present in the last build.
Next Milestone
Milestone 3 – 23rd April 2007
Documentation
2nd Draft Design Document
2nd Draft Milestone Schedule
2nd Draft Technical Design Document
Running on Wii
Player running around on Polygonal Mesh Test Room using Wii Controller
Able to interact with Physics Objects
[LEC] How will player interact? Will the objects be destructible or movable?
No weapons
On foot movement only (no jumping, rolling, jet-packs etc)
[LEC] Is this using the Metroid controller scheme as noted in the prelim design? 
Tools & Technology
Framework & Physics (ODE)
Animation System
Investigation complete on variations via shaders, ie Cartooney
[LEC] Will we have examples in the build of this?
[LEC] Note: LEC is not necessarily looking for a pure cel-shaded look, like the cartoon network animated series. Rather, we are interested in exploring an optimal render for the Wii that will provide the best visual result. We are open to any look that optimizes the GPU’s capabilities. The Star Wars Dark Horse comics include a wide variety of artistic styles that may be suitable for the game.
Overall Rating: PASS
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Category:I&T - Milestones