Milestone Schedule/Roadmap

* Milestone Schedule
* Roadmap
* Phase Definitions

* PS3/X360
* PC
* Wii

**STAR WARS BATTLEFRONT III**

**Milestone Schedule v.3.5 - 6th December 2007**

All Phase Definitions can be found at the end of this page.

## Milestone 2 - Monday, 19ᵗʰ June 2006

An interim step towards Milestone 3.

Documentation:

* Preliminary Design Overview
* Preliminary Milestone Schedule

Running on PC:

Ground, Space and Capital Ship are running as 3 separate levels for this milestone.

* **Ground:**
	+ Terrain rendering (placeholder textures)
	+ Placeholder player character able to traverse the terrain
	+ Placeholder animation
	+ 1st person & 3rd person camera systems
	+ 1st person & 3rd person shooting (1st pass gun)
	+ Targeting reticule
	+ Laser special effects
	+ Skybox
* **Space:**
	+ 1st pass ship geometry, no textures
	+ Ship able to fly around space
	+ Ship able to fire
	+ Space skybox
	+ 1st person & 3rd person camera systems
	+ 1st person & 3rd person shooting (1st pass gun)
	+ 1st pass capital ship exterior (not fully textured)
* **Capital ship:**
	+ 1st pass Capital Ship interior with hangar (not fully textured)
	+ Player able to traverse capital ship on foot

	+ Height editing
	+ Exporting
* Texture streaming tests working
* Terrain LOD tests working
* Scale tests done
* Build Process
	+ Create development environment for the game
* Sound/Music
	+ Initial groundwork

LucasArts to deliver:

All items on the list of Star Wars assets in Exhibit D

## Milestone 3 - Monday, 17ᵗʰ July 2006 - Vertical Battlefield 'Proof of Concept'

Documentation:

* Preliminary Technical Design document
* Final Draft Design Overview Document for Greenlight Meeting
* Preliminary Design document
* Updated Milestone Schedule document

Running on PC:

* **Main “Vertical Battlefield” content:**
	+ Terrain Rendering, with LODing
	+ 1st pass player character able to traverse the terrain
	+ 1st person & 3rd person camera systems
	+ 1st pass ship (Republic Starfighter)
	+ Player able to enter/leave ship on ground
	+ Ship able to fly around above terrain
	+ Ship able to fly upwards into Space
	+ Cloud layer / 1st pass transition into Space
	+ 1st pass Capital Ship (CIS Cruiser), with BF2-scale interior
	+ Ship able to fly and land in Capital Ship
	+ Player able to enter/leave ship in Capital Ship hangar
	+ Player able to traverse Capital Ship from hangar to interior
	+ All of the above, but in reverse (i.e. Capital Ship to Space to ground)
* **Other supplementary content:**
	+ Shooting
		- Placeholder gun, with 1st person and 3rd person shooting
	+ Placeholder HUD
		- Player Info
		- Targeting Reticule
		- Vehicle/Ship Info
		- In-Game Menus
	+ 1st Pass Splash Screen
	+ Special Effects:
		- Lasers
		- Sparks
	+ Sound
	+ Music
	+ 1\* final-quality textured character (Clone Trooper)
		- to demonstrate/evaluate the texture/geometry budget.
		- viewable in the 'Stage'
	+ The Stage will be delivered every month from now on to allow review of all assets not yet in-game

	+ Height editing
	+ Material editing
	+ Texture baking
	+ Object placement
	+ Exporting
* Terrain Rendering, with LODing
* Scale Handling
	+ Ability to deal with the transition between the game zones, and related issues of scale
* Moving Capital Ship investigation
	+ Determine the feasibility of moving Capital Ships around.
* Texture Streaming
	+ Stream textures during the transition between the game zones
* AI
	+ Start groundwork
* Build Process
	+ Begin implementation of an optimal system with the goal of full automation
* Platform-specific
	+ Deal with PS3 and X360-specific issues
* Sound Effects
* Music

Miscellanous:

Rough schedule written covering timing and order of creation of the main game assets and planned order of software implementation.

## Milestone 4 - Monday, 21st August 2006

Documentation:

* Updated Preliminary Technical Design Document
* Final Design Overview Document, incorporating feedback from Greenlight Meeting
* Draft Design Document
* Final Milestone Schedule

Running on PC and X360:

* Targeting / lock-on
* 2-player on-foot on terrain over network
* Split-screen 2 player
* AI character traversing terrain
* AI flying ship in air (Not taking off / landing)
* Restarts
* FX - electricity

Technology:

* Cloth

Key Deliverables:

* Completed character from MS2 with full set of Placeholder animation and accessible in current maps
* All builds will be delivered on X360 from this point

## Milestone 5 - Monday, 25ᵗʰSeptember 2006 - Networked Vertical Battlefield

Documentation:

* Final Technical Design Document for Greenlight Meeting
* Final Design Document

Running on PC and X360:

* Multiple players able to traverse the Vertical Battlefield in a networked game
* GUI network menu (Not final, but present to use deliverables)
* Engineer class (Can repair vehicles with Fusion Cutter. Won't be correct model.)
* Jetpack class (Functional gameplay. Can jet above terrain. Won’t be correct model or have any particle effects)
* Command posts (Exist on terrain and capital ships. Can capture, with appropriate capturing HUD display.)
* Respawn menu (with character select, without map)
* Vehicle secondary fire in-game for use by player - Functional
* Vehicles firing laser and missiles (For gameplay evaluation. Effects non-final)
* Vehicles exploding (placeholder explosion only, no debris)
* FX - Lightsaber (Visible in the Stage)
* 1st draft of Voice script (main Story and as much in-game as feasible) delivered

LucasArts and FRD to agree the intended content of the Prototype milestone and associated E3 2007 demo.

## Milestone 6 - Monday, 23rd October 2006

Running on PC and X360:

* Jedi Melee (in-game to evaluate gameplay)
* Jedi Force Power (Lighting and Choke) prototype only affecting characters
* AI is functioning on ground/in space (ability to follow player across VBF)
* All classes & playable units fully defined including attributes, weapons and role
* Flying AI taking off / and landing on terrain and capital ships

	+ Can fly from ground to capital ship and vice versa
* Destruction of vehicles with debris with placeholder effects
* FX – re-entry in-game
* FX - Lightsaber in-game

All builds will be delivered on X360 and PS3 from this point.

## Milestone 7 - Monday, 20ᵗʰNovember 2006

Running on PC and X360:

* Jedi Force Power (Push and Pull) prototype only affecting characters
* 1st Map with Conquest Mode working
* Space dogfighting/improvements first pass
* Ship evasive manoeuvres (AI) and Special Moves (Player) first pass
* All classes integrated into game with intended attributes and weapons
* Turrets firing (auto guns targeting AI and player in-game)
* Grenades in-game for use by player - Functional
* Improved explosions (destruction of vehicles, grenades etc)
* HUD Map (Ground, 1st pass) (functional with non-final graphics)
* Procedural foliage rendered in-game

Art:

* Tatooine - Art Phase 1
* CIS Cruiser – Art Phase 1

2nd draft of Voice Script (main Story and as much in-game as feasible, including chatter for Conquest for Prototype) delivered.

## Milestone 8 - Monday, 18ᵗʰDecember 2006 - Prototype Preview

Documentation:

* Final Technical Design Document, incorporating feedback from Greenlight Meeting

Running on PC, X360 and PS3:

* Jedi Force Power (Lighting, Push, Pull and Choke) affecting characters and props
Grenades in-game for use by AI – Functional
* Player able to use the ‘prone’ position
* Hero Unlocking (Heroes unlock at certain point criteria during gameplay)
* FX – sand on Tatooine (blowing around)
* FX – vehicle effects (dust / smoke / dirt / boosters)
* HUD (1st pass) (functional with non-final graphics)
* Basic Frontend with desired structure

Final Draft Voice script (main Story and as much in-game as feasible) delivered.

Preview content required for Prototype is:

* Conquest across VBF (Tatooine with CIS Cruiser)
* Republic (in control of Tatooine) vs CIS (in control of CIS Cruiser)
* Single player with bots
* Running on PC
* Quality will not reach Prototype standards in many areas

Art:

* Endor - Phase 0
* Droid Control Ship - Phase 0
* Desolation Station / Death Star Construction - Phase 0
* Death Star 2 (End of Endor) - Phase 0

## Milestone 9 - Monday, 22ⁿᵈJanuary 2007

Running on PC, X360 and PS3:

* All non-BF3 Placeholder assets removed. This is not level specific.
* Jedi Force Power (Jump and Sprint)
* HUD map (Space, 1st pass) (functional with non-final graphics)
* Vehicle and spacecraft handling models on Tatooine for evaluation of handling physics
* AI navigation and combat for all parts of Vertical Battlefront
* Galactic Conquest Design - draft

Final Draft Voice script (main Story and as much in-game as feasible) delivered.

Art:

* Hoth - Phase 0
* Cato Neimoidia - Phase 0
* Mustafar - Phase 0
* Rebel Cruiser (Mon Calamari) - Phase 0
* Death Star (Tributary Beam part) - Phase 0

Setup (Multiplayer):

* Tatooine - Phase 0

Setup (Story):

* Cato Neimoidia - Phase 0
* Mustafar - Phase 0
* Yavin 4 - Phase 0
* Hoth - Phase 0
* Rebel Cruiser (Mon Calamari) - Phase 0
* Desolation Station / Death Star Construction - Phase 0

## Milestone 10 - Monday, 19ᵗʰFebruary 2007

Running on PC, X360 and PS3:

* All playable units for Republic and CIS Factions for Prototype (including one hero per Hero Tier per Faction) integrated into game intended attributes and primary weapons. No buffs or session unlocks
* Jedi Force Power (Repulse)
* Vehicle boarding transitions in-game on speeders on Tatooine for Prototype
* AI using Jedi Melee abilities on Tatooine for Prototype

Art:

* Dantoine - Phase 0
* Hoth - Phase 1
* Coruscant - Phase 1
* Bespin - Phase 1
* Yavin 4 - Phase 0
* Droid Control Ship - Phase 1
* Republic Cruiser (Venator-Class) - Phase 0
* Star Destroyer - Phase 1

Setup (Story):

* Dantoine Phase 0
* Dathomir Phase 0
* CIS Cruiser Phase 1
* Republic Cruiser (Venator-Class) Phase 0

Content required for Prototype is:

* Iterations on content delivered in previous Prototype builds
* Ground Cannon Firing to Space (Predetermined path, no player controlled targeting)
* Space to Ground Firing (Predetermined path, no player controlled targeting)
* Escape Pods from Capital Ships to Planet Surface (Predetermined path, no player controlled targeting)

Voice recording by LucasArts.

## Milestone 11 - Monday, 19ᵗʰMarch 2007

Running on PC, X360 and PS3:

* Iterative improvements on a playable section of the game incorporating the Vertical Battlefront. Gameplay will be Tatooine Conquest (Instant Action) over the vertical battlefront.

Additional Deliverables:

* Jedi Force Power (Lightsaber Throw)
* AI using Jedi Force Power abilities on Tatooine for Prototype and Jedi Arena
* AI using land vehicles
* Ground to space cannon
* Capital ship to ground cannon
* Escape Pods (1st pass)
* AI spawning in space and staying in space
* Other large ships in space
* Multiple capacity vehicles (troop transports) , including respawning
* Capital ship turrets (AI only)

Art:

* Tatooine - Phase 2
* Endor - Phase 1
* CIS Cruiser - Phase 2

Setup (Multiplayer):

* Coruscant Phase 1

Setup (Story):

* Tatooine Phase 1
* Kashyyyk Phase 0

Voice delivery to Free Radical Design.

## Milestone 12 - Monday, 23ʳᵈ April 2007 - Prototype PC

Running on X360 and PS3:

A playable section of the game incorporating the Vertical Battlefront. Gameplay will be:

* Tatooine Conquest (Instant Action) over the vertical battlefront
* Republic vs CIS
* Single player with bots
* Functionally final HUD / GUI
* Placeholder art for HUD / GUI
* Placeholder particle effects
* Placeholder ambient effects
* Ground to Space firing, and vice versa
* Escape Pods functional
* No atmospheric effects (used to make battle appear larger than it is)
* Other large ships in space
* Multiple capacity vehicles (troop transports) , including respawning
* Placeholder sounds
* No hero ships
* Candidate final controls / handling (inevitably tweaked later)
* Hero Unlocking
* Escape Pods (1st pass)
* Jedi gameplay including Melee moves
* Functional AI for Conquest Mode:

	+ Strategical AI Behaviour
	+ Class Specific AI behaviour, inc Special Abilities
	+ AI using land vehicles
	+ AI spawning in space and staying in space
	+ Capital ship turrets (AI only)
	+ Not all Secondary Weapons
* Target numbers of AI = 50 over the VBF
* Satisfactory framerate = ~20fps stable
* Option to use Controls on Single Analog Stick via debug menu only
* Not networked
* Not split-screen
* No story content

Art:

* Tatooine - Splitscreen VBF version for review
* Dathomir - Phase 0
* Kashyyyk - Phase 0
* Coruscant - Phase 2
* Mustafar - Phase 1

Setup (Multiplayer):

* Bespin Phase 1

Setup (Story):

* Coruscant Phase 1

LucasArts and FRD to agree details and content and mechanism of the online beta test.

## Milestone 13 - Monday, 21ˢᵗ May 2007 - Prototype X360 and PS3

Running on X360 and PS3:

* Prototype running on X360 and PS3 with same content as PC version in MS12 except:
	+ Only PS3 @ 20fps with 50 AI on Tatooine
	+ Xbox 360 Networked and Split-screen

		- Console-hosted LAN and Online
		- Min. 8 Players / Uncapped Max Players
* Network Test
	+ PC-only (better bug capture)
	+ 8+ human players per game
	+ Uncapped max number so we can push up playercount as high as possible
	+ No AI
	+ Able to be run in Performance Modes to cheap Rendering
* Jedi Force Power (Storm and Stun)
* Galactic Conquest Design - final
* Sound & Music system and features completely functional/ready for asset integration
* FX - lava for Mustafar functional for evaluation
* Controls / preferences menu, ability to change between pre-sets
* Frigate destruction (1ˢᵗ pass effects) - ship exterior only
* Ships hovering (during take-off orientation before flying off)
* Combat Density - PC-only assessed with 89 AI over VBF

Art:

* Coruscant - Splitscreen VBF version for evaluation
* Tatooine - Splitscreen VBF version
* Mustafar - Phase 0
* Yavin 4 - Phase 1
* Old Imperial Shipyard - Phase 0

Setup (Multiplayer):

* Desolation Station / Death Star Construction - Phase 1

Setup (Story):

* Bespin - Phase 1

## Milestone 14 - Monday, 25ᵗʰJune 2007

Running on X360 and PS3, NTSC & PAL:

* Xbox 360 @ 20fps with 50 AI on Tatooine
* All Online Matchmaking features functioning on Xbox 360
* 1ˢᵗ Map with Assault game mode working. Multiplayer LAN and Online. Min 8 Players. Uncapped max players.
* Auto-aim in ground & flying vehicles
* Player using vehicle turrets (Tested with AAT)
* Wheeled vehicles ingame (Tested with Hailfire Droid)
* Capital ship destruction (1ˢᵗ pass effects) – With players and an interior
* Scoring system (Player Kills, Command Post captures etc) on scoreboard
* AI ships scripted paths (eg landing ships) (integrated into editor, for use in story)
* Combat Density – Plan based on assessment in MS13
* Starfighter combat aids - target lead indicator
* Starfighter combat aids - match speed and bearing

Art:

* Coruscant - Splitscreen VBF version
* Cato Neimoida - Phase 1

Setup (Multiplayer):

* Cato Neimoidia - Phase 1
* Hoth - Phase 1

Setup (Story):

* Mustafar - Phase 1
* Star Destroyer - Phase 1

All builds should be working on both NTSC & PAL for this month only.

## Milestone 15 - Monday, 23ʳᵈ July 2007

* 1ˢᵗ Map with Hunt game mode working Multiplayer LAN and Online. Min 8 Players. Uncapped max players.
* 1ˢᵗ Map with Heroes vs. Villains game mode working Multiplayer LAN and Online. Min 8 Players. Uncapped max players.
* Player using remote guns (using exterior guns on Capital Ship)
* AI using remote guns (using exterior guns on Capital Ship)
* AI using vehicle turrets (Tested with AAT) (single player and over network)
* Walking vehicles ingame (Tested with AT-ST) (single player and over network)
* Help system - system in place, although content will be added until MS22
* Starfighter combat aids - artificial horizon
* Secondary Weapons - Weapon Melee and Republic Shotgun

Art:

* Death Star (Tributary Beam part) - Phase 1
* Desolation Station / Death Star Construction - Phase 1

Setup (Multiplayer):

* Endor - Phase 1
* Endor - Phase 2 - Conquest
* Endor - Phase 2 - Hunt
* Tatooine - Phase 2 - Conquest
* Coruscant - Phase 2 - Conquest
* Coruscant - Phase 2 - Heroes vs. Villains
* Bespin - Phase 2 - Conquest
* Desolation Station / Death Star Construction - Phase 2 - Conquest

Setup (Story):

* Bespin - Phase 2
* Cato Neimoidia - Phase 1
* Hoth - Phase 1
* CIS Cruiser - Phase 2
* Star Destroyer - Phase 2
* Desolation Station / Death Star Construction - Phase 1
* Medals & awards design

## Milestone 16 - Monday, 20ᵗʰ August 2007

**Note: PC Online Test 1 this month**

* Checkpoints functional on Consoles with restart, save and load
* Galactic Conquest UI
* Galactic Conquest Playable
* Player using fixed guns (single player and over network)
* AI using fixed guns (single player and over network)
* Squad Behaviour (1ˢᵗ pass – using cover and moving as a group, with group decision making)
* AI using jetpack (single player and over network)
* Session unlocking system
* Build running on PS3 debug kit - Tatooine only
* SIXAXIS support
* Session Unlock content - Tier 1

Art:

* Mustafar - Phase 2
* Dantooine - Phase 1
* Death Star 2 (End of Endor) - Phase 1
* Star Destroyer - Phase 2

Setup (Multiplayer):

* Mustafar - Phase 1
* Mustafar - Phase 2 - Hunt
* Mustafar - Phase 2 - Heroes vs. Villains
* Coruscant - Phase 2 – Assault
* Bespin - Phase 2 - Heroes vs. Villains
* Cato Neimoidia - Phase 2 – Conquest
* Endor - Phase 2 - Heroes vs. Villains
* Hoth - Phase 2 - Conquest

Setup (Story):

* Coruscant - Phase 2
* Mustafar - Phase 2
* Endor - Phase 1

## Milestone 17 - Monday, 24ᵗʰ September 2007

**Note: PC Online Test 2 this month**

* Instant hero infantry respawning (replace current character with hero without need for re-spawn)
* Build running from X360 disc - Tatooine only
* Window in window technology (talking head picture-in-picture)
* Session Unlock content - Tier 2
* Session Unlock content - Tier 3

Art:

* Tatooine Redesign Artwork – Phase 2

Setup (Multiplayer):

* Yavin 4 - Phase 1
* Tatooine - Phase 2 - Assault
* Tatooine - Phase 2 - Hunt
* Tatooine - Phase 2 - Heroes vs. Villains
* Mustafar - Phase 2 – Conquest
* Hoth - Phase 2 - Assault

Setup (Story):

* Tatooine - Phase 2
* Tatooine Training - Phase 1
* Cato Neimoidia - Phase 2
* Yavin 4 - Phase 1
* Hoth - Phase 1
* Desolation Station / Death Star Construction - Phase 2
* Coruscant Story to Demonstrable Quality
	+ Seamless visual transition between VBF layers
	+ Core combat visual effects near final quality and implementation
	+ Consistent character/vehicle/weapon animation
	+ AI provides immersive and focused combat experience
	+ No cutscenes (due to mo-cap dates)
* 1ˢᵗ draft of Voice script (changes to Story and further in-game dialogue) delivered

* Xbox Live Lobby, Friends, Statistics, Leaderboards, Account Management online features integrated

* Medals & awards implemented

## Milestone 18 - Monday, 22ⁿᵈ October 2007

* Frontend feature complete for evaluation
* Hero ships (Ship to be used is Millennium Falcon)
* Window in window technology (talking head picture-in-picture)
* Session Unlock content - Tier 4
* Secondary Weapons - Spider Shock Mine
* Tracked vehicles – demonstrated on Snail Tank
* Challenge 1 - Phase 0
* Challenge 1 - Phase 1
* All Imperial Soldiers in-game

Art:

* Kashyyyk - Phase 1
* CIS Banking Clan Communications Frigate (Munificient-class) – Phase 2

Setup (Multiplayer):

* Yavin 4 - Phase 2 - Conquest

Setup (Story):

* Tatooine Training - Phase 2 Preview
* Endor - Phase 2
* Yavin 4 - Phase 1
* Split-screen play works in all game modes

* 2ⁿᵈ draft of Voice Script (changes to Story and further in-game dialogue) delivered

* Saving and loading menus. UI, Memory Card and Hard Disk (PS3 & X360)
* Xbox Live Voice online features integrated

## Milestone 19 - Monday, 19ᵗʰ November 2007

* Build running from X360 disc - Full build
* Build running on PS3 debug kit - Most levels fitting
* Loading time improvements
* Secondary Weapons - Cloaking Device
* AT-AT Barge delivering AT-AT into battle
* Tauntaun in-game
* Droid Starfighter landing
* AT-TE walking in-game
* Class attributes in-game
* Dust trails in space in-game
* Grenade trails in-game
* Health and Ammo droids animated
* Grenade explosions & behaviours
	+ Sonic Charge grenades with appropriate physics
	+ Concussion grenades
* Doors (networked, client-side)
* Spoiled Wookiee behaviour in-game
* Spoiled Stormtrooper behaviour in-game
* Frigate destruction improvements - exterior & interior
* Challenge 1 - Phase 2
* Challenge 2 - Phase 0
* Challenge 2 - Phase 1
* Challenge 3 - Phase 0
* Challenge 3 - Phase 1
* Challenge 4 - Phase 0
* Challenge 4 - Phase 1

Art:

* Dathomir - Phase 1
* Droid Control Ship – Phase 2
* Rebel Cruiser (Mon Calamari) - Exterior-only
* Old Imperial Shipyard - Phase 1
* Nebulon-B (Rebel Medium Ship) - Phase 2

Animations:

* MS19 Traversals
* Republic & Rebel Weapons - all 3ʳᵈ person
* Special Vehicles
* Scout Fighters
* Normal Hit Reacts
* Tauntaun
* Krayt Dragon

Setup (Multiplayer):

* Endor - Phase 2 - Assault
* Dathomir - Phase 1

Setup (Story):

* Tatooine Training - Phase 2
* Dantooine - Phase 1
* Kashyyyk - Phase 1
* Tatooine Story to Demonstratable Quality

	+ Seamless visual transition between VBF layers
	+ Core combat visual effects near final quality and implementation
	+ Consistent character/vehicle/weapon animation
	+ AI provides immersive and focused combat experience
* Final Draft Voice script (changes to Story and further in-game dialogue) delivered

* Voice Recording (LucasArts)
* Voice Delivery (FRD)

## Milestone 20 - Monday, 17ᵗʰ December 2007

Running on X360 and PS3, NTSC & PAL:

* Spawn Menus 2ⁿᵈ pass
* XLSP functionality
* Balancing tools
* Automated load test
* Session Unlock Content - Tier 5
* Vehicle lock-on implemented
* Anti-vehicle turret, all versions
* Objective HUD behaviour
* Concussion missiles (from vehicles)
* Energy Torpedoes (Droid Starfighter)

* Vehicle Weapons implemented – correct art and functionality
	+ Blasters and Lasers
	+ Homing missiles with lock-on
	+ Bombs
	+ Heat-seeking missiles

* Challenge 2 - Phase 2
* Challenge 3 - Phase 2
* Challenge 4 - Phase 2
* Challenge 5 - Phase 0
* Challenge 5 - Phase 1
* Challenge 6 - Phase 0
* Challenge 6 - Phase 1
* Challenge 7 - Phase 0
* Challenge 7 - Phase 1
* Challenge 8 - Phase 0
* Challenge 8 - Phase 1

* All cutscenes in where appropriate, no lip-sync

	+ Controls
		- Player (Infantry controls must be easy to use)
		- Vehicle (Ground vehicle controls and Space vehicle controls - lockon, special moves)
* Attributes / Handling (including health)
	+ Character Classes
	+ Vehicles
* Cameras
	+ Characters
	+ Vehicles
* Signposting (including VBF and minimap)
	+ Conquest
	+ Story
* Weapons/Fire Rates
	+ Characters
	+ Vehicles
* Code work on:
	+ Combat density
		- Improved player centricity on ground, space, and capital ship
		- Enemy gunships should attack infantry untis around player
		- Capital ships should bombard ground near player (priority is vehicles, then groups, then single AI)
		- AI should use turrets against appropriate targets
		- Capital ships should fire on each other and enemy starfighters
		- Bombers attacking capital ships
		- Starfighters should engage bombers and dogfight each other
		- Enemy gunships should land and assault player's capital ship
* AI
	+ Attack state tweaked
	+ Information presented during gameplay should be clear and legible (ie tidying up HUD messages and prompts)
	+ Spawn screen, including how VBF map will work
	+ Player collisions improved
	+ Camera collisions improved

Art:

* Tatooine - Phase 3
* Hoth - Phase 2
* Hoth - Splitscreen VBF version
* Cato Neimoida - Phase 2
* Cato Neimoida - Splitscreen VBF version
* Bespin - Phase 2
* Bespin - Splitscreen VBF version
* Republic Cruiser (Venator-Class) - Exterior only
* Desolation Station / Death Star Construction - Phase 2
* Death Star 2 (End of Endor) - Phase 2
* Republic Frigate - Acclamator II - Phase 2
* Interdictor (Imperial Medium Ship) – Phase 2

Animations:

* MS20 Traversals
* CIS Weapons - All 3ʳᵈ Person
* Multi-Purpose Fighters
* Rancor

Audio (where duplicating Animation list, will compliment animation):

**NOTE**: Audio will lead on PC. Declared here to show tie in with Animations.

* Tatooine Planet Ambient (All Planet, Frigate and Capital Ship)
* MS18 Traversals
* All Republic Weapons (Melee weapons to accompany anims)
* Normal Hit Reacts Delivery 1
* Tauntaun
* Krayt Dragon
* Rancor
* Anti-vehicle turrets
* Frigate destruction
* Medium Attack Vehicles Delivery 1
* Scout Fighters Delivery 1
* Scout Vehicles/Bikes Delivery 1
* Secondary Weapons - Cloaking Device

Setup (Multiplayer):

* Kashyyyk - Phase 1
* Tatooine - Phase 3 – Conquest
* Tatooine - Phase 3 – Assault
* Tatooine - Phase 3 - Heroes vs. Villains
* Tatooine - Phase 3 – Hunt
* Kashyyyk - Phase 2 – Conquest
* Kashyyyk - Phase 2 – Hunt
* Bespin - Phase 2 - Hunt

Setup (Multiplayer):

* Coruscant - Phase 3
* Bespin - Phase 3
* Hoth - Phase 3
* Yavin 4 - Phase 2
* Dathomir - Phase 1
* Kashyyyk - Phase 2

* Can play through story mode from beginning to end. Obviously as some levels are yet to be setup, some areas may have placeholder objectives. Some crashes will likely occur, but play through will be possible, but not necessarily in one session.

## Milestone 21 - Monday, 21ˢᵗ January 2008 - Online Test

Running on Console:

**NOTE:** Online Test subject to exhausting internal online stress testing

* Network Test
	+ Capacity for 50 human players per game (not verified at FRD)
	+ AI used to fill available slots
	+ Able to be run in Performance Modes to cheapen Rendering
	+ Simulate lag, packet loss, and other real world network conditions

* All Online Matchmaking features functioning on PS3 dependant on Middleware Solution
* Multiplayer Online. Capacity for 49 AI-controlled. Uncapped max players.
* Dedicated, standalone WinOS server
* Dedicated Linux-based server
* Turrets on all vehicles
	+ (Droid Gunship, Clone Hover Tank, AAC-1, IFT-T, MTT, ATTE, HTT, ATAT, ARC-170, Rebel Dropship, Imperial Shuttle, Republic Starfighter, V-Wing)
* Anti-starfighter turrets, all versions
* AI doing Assault objectives (for all 4 assault maps)
* Galactic Conquest Bonuses implemented
* Galactic Conquest Phase 2 Multiplayer (Splitscreen, Coop & Competitive)
* Galactic Conquest (All scenarios setup)
* PS3 debug build running at 20fps or better
* Investigation of Rim Lighting Complete

* Challenge 5 - Phase 2
* Challenge 6 - Phase 2
* Challenge 7 - Phase 2
* Challenge 8 - Phase 2
* Challenge 9 - Phase 0
* Challenge 9 - Phase 1
* Challenge 10 - Phase 0
* Challenge 10 - Phase 1
* Challenge 11 - Phase 0
* Challenge 11 - Phase 1
* Challenge 12 - Phase 0
* Challenge 12 - Phase 1

	+ Controls
		- Jedi

Art:

* Dantooine - Phase 2
* Dantooine - Splitscreen VBF version
* Endor - Phase 2
* Endor - Splitscreen VBF version
* Bespin - Phase 3
* Coruscant - Phase 3
* Mustafar - Splitscreen VBF version

Animations:

* MS21 Traversals
* Republic / Rebellion & Imperial Weapons - All 1ˢᵗ-Person
* Imperial- All 3ʳᵈ-Person
* Scout Vehicles/Bikes
* Bombers
* Hero Force Powers
* Villain Force Powers
* Melee Hit Reacts
* Force Power Hit Reacts
* Bespoke Weapons – All 1ˢᵗ-Person
* Bespoke Weapons – All 3ʳᵈ-Person
* Misc Lightsaber Dueling + Infantry Attacks
* Non-Lightsaber Dueling + Infantry Attacks
* Grenade Throws & Melee Attacks

Audio (where duplicating Animation list, will compliment animation):

**NOTE:** Audio will lead on PC. Declared here to show tie in with Animations.

* Coruscant Planet Ambient
* Bespin Planet Ambient
* Mustafar Planet Ambient
* Hoth Planet Ambient
* Desolation Station / Death Star Construction Ambient
* Endor Planet Ambient
* Yavin 4 Planet Ambient
* Kashyyyk Planet Ambient
* Cato Neimoidia Planet Ambient
* MS19 Traversals
* MS20 Traversals
* MS21 Traversals
* All Imperial / Rebellion / CIS Weapons (Melee weapons to accompany anims)
* Hero Force Powers
* Villain Force Powers
* Anti-Starfighter turrets
* Bespoke Weapons
* Scout Vehicles/Bikes Delivery 2
* Bombers
* Hero Vehicles
* Jawa Chatter
* Tusken Raider Chatter
* Turrets on all vehicles
* Misc. Lightsaber Dueling + Infantry Attacks
* Non-Lightsaber Dueling + Infantry Attacks
* Grenade Throws & Melee Attacks
* Medium Attack Vehicles Delivery 2
* Scout Fighters Delivery 2
* Multi-Purpose Fighters
* Normal Hit Reacts Delivery 2
* Melee Hit Reacts
* Force Power Hit Reacts

Setup (Multiplayer)

* Dantooine - Phase 1

Setup (Story)

* Tatooine - Phase 3
* Desolation Station / Death Star Construction - Phase 3
* Dantoine - Phase 2
* Dathomir - Phase 2
* Endor - Phase 3
* Yavin 4 - Phase 3
* Kashyyyk - Phase 3
* Cato Nemoidia - Phase 3
* Mustafar - Phase 3

## Milestone 22 - Monday, 18ᵗʰ February 2008 - Pre-Alpha

* Build running on PS3 debug kit - Full Build for all future Milestones
* Build running from X360 disc - Full build for all future Milestones
* X360 achievements
* Anti-personnel turret, all versions
* Frontend feature complete
* Escape Pods 2ⁿᵈ pass
* Special Manoeuvres 2ⁿᵈ pass
* Player’s abilities influencing AI abilities
* Enhanced Combat Abilities in game
* All Rebel Soldiers in-game
* Dedicated Server UI & remote admin functionality
* X360 running at 20fps or better

* Challenge 9 - Phase 2
* Challenge 10 - Phase 2
* Challenge 11 - Phase 2
* Challenge 12 - Phase 2

Art:

* Kashyyyk - Phase 2
* Kashyyyk - Splitscreen VBF version
* Death Star (Tributary Beam part) - Phase 2
* Old Imperial Shipyard - Phase 2
* Dantooine - Phase 3
* Hoth - Phase 3
* Mustafar - Phase 3
* Yavin 4 - Phase 2
* Yavin 4 - Splitscreen VBF version
* CIS Cruiser - Phase 3

Animations:

* MS22 Traversals
* CIS Weapons - All 1ˢᵗ-Person
* Heavy Assault Walkers
* Troop Transports
* Core Lightsaber Dueling + Infantry Attacks
* Story Character Dueling + Infantry Attacks

* Story Cutscenes at Phase 3
* Story Cutscenes at Phase 4

Audio (where duplicating Animation list, will compliment animation):

**NOTE**: All Audio from previous Milestones now integrated into PS3 and Xbox360 and on these platforms and PC for all future Milestones.

* Tatooine Training Ground Ambient
* Dantooine Planet Ambient
* Dathomir Planet Ambient
* MS22 Traversals
* Core Lightsaber Dueling + Infantry Attacks
* Story Character Dueling + Infantry Attacks
* Anti-personnel turret
* Escape pod
* Front End Menu
* Troop Transports
* Health/Ammo Pick-ups
* All Jawa Hit Reacts - Normal, Melee and Force Power

Setup (Multiplayer)

* Coruscant - Phase 3 – Assault
* Cato Neimoida - Phase 3 - Conquest
* Mustafar - Phase 3 – Conquest
* Endor - Phase 3 – Conquest
* Endor - Phase 3 – Assault
* Endor - Phase 3 – Hunt
* Endor - Phase 3 - Heroes vs. Villains
* Hoth - Phase 3 – Conquest
* Hoth - Phase 3 – Assault
* Dantooine - Phase 2 - Conquest
* Dathomir - Phase 2 - Conquest

Setup (Story)

* Desolation Station / Death Star Construction - Phase 4
* Tatooine Training Ground - Phase 3
* Dantooine - Phase 3
* Dathomir - Phase 3
* Bespin - Phase 4
* Yavin 4 - Phase 4

* First Text Drop ~30,000 words
* Second Text Drop ~10,000 words due ~3/7/08

All builds should be working on both NTSC & PAL from this point

## Milestone 23 - Monday, 17ᵗʰ March 2008 - Alpha (all languages)

* No A or B1 bugs where the definitions are:
	+ **A** - Bug that makes further progress through the game impossible. Includes crash bugs, stuck bugs, critical-path auto-death bugs, and missing critical path objectives.
	+ **B** - Functional bugs that do not make further progress impossible. Include art, sound, game-play, controller, logic, etc.
	+ **1** - A critical bug. QA believes that this bug must be fixed in order for the game to ship.

* Challenge 1 - Phase 3
* Challenge 2 - Phase 3
* Challenge 3 - Phase 3
* Challenge 10 - Phase 3
* Challenge 11 - Phase 3
* Challenge 12 - Phase 3

* All cutscenes in, lip-synced

Art:

* Dathomir - Phase 2
* Dathomir - Splitscreen VBF version
* Droid Control Ship - Phase 3
* Star Destroyer - Phase 3
* Endor - Phase 3
* Desolation Station / Death Star Construction - Phase 3
* Death Star 2 (End of Endor) - Phase 3
* Death Star (Tributary Beam part) - Phase 3
* Cato Neimoidia - Phase 3

Animations:

* MS23 Traversals

Audio (where duplicating Animation list, will compliment animation):

* MS23 Traversals
* Heavy Assault Walkers/Vehicles
* Heavy Assault Transport
* Ground Vehicle Dropships
* Special Vehicles

Setup (Multiplayer):

* Coruscant - Phase 3 – Conquest
* Coruscant - Phase 3 - Heroes vs. Villains
* Mustafar - Phase 3 - Heroes vs. Villains
* Tatooine - Phase 4 - Conquest
* Tatooine - Phase 4 - Assault
* Endor - Phase 4 - Conquest
* Hoth - Phase 4 - Conquest

Setup (Story):

* Tatooine - Phase 4
* Coruscant - Phase 4
* Endor - Phase 4
* Hoth - Phase 4
* Kashyyyk - Phase 4

* Content complete, except any planned downloadable content
* Still needs balancing / tuning
* Still needs some art polish
* Unlocking system in-game based on player progress. Content to be decided

* Third/Final Text Drop (Text Lock for Alpha) ~10,000 words

## Milestone 24 - Monday, 21ˢᵗ April 2008 - E3 2008

* Standalone and Cover Mount versions of the demo (with any E3-specific changes removed, if necessary).
* Downloadable version of demo, if possible.
* Voice pick-up session script delivered by 3/21/08 ~3,000 and 5,000 words
* Voice pick-up recording session 4/1/08
* Voice pick-up session delivery to FRD 4/15/08
* Challenge 4 - Phase 3
* Challenge 5 - Phase 3
* Challenge 6 - Phase 3

Art:

* Dathomir - Phase 3
* Kashyyyk - Phase 3
* Yavin 4 - Phase 3
* Old Imperial Shipyard - Phase 3

Setup (Multiplayer):

* Bespin - Phase 3 – Conquest
* Bespin - Phase 3 - Hunt
* Bespin - Phase 3 - Heroes vs. Villains
* Yavin 4 - Phase 3 – Conquest
* Desolation Station / Death Star Construction - Phase 3 – Conquest
* Dantooine - Phase 3 – Conquest
* Dathomir - Phase 3 – Conquest
* Kashyyyk - Phase 3 – Conquest
* Kashyyyk - Phase 3 – Hunt
* Tatooine - Phase 4 – Hunt
* Tatooine - Phase 4 - Heroes vs. Villains
* Mustafar - Phase 4 – Conquest
* Endor - Phase 4 – Assault
* Endor - Phase 4 – Hunt
* Endor - Phase 4 - Heroes vs. Villains
* Hoth - Phase 4 - Assault

Setup (Story):

* Tatooine Training Ground - Phase 4
* Mustafar - Phase 4
* Dathomir - Phase 4
* Dantoine - Phase 4

## Milestone 25 - Monday, 19ᵗʰ May 2008 - Online Beta Test

* Online Beta Test
* Challenge 7 - Phase 3
* Challenge 8 - Phase 3
* Challenge 9 - Phase 3
* Voice pick-up session fully integrated into game

Art:

* All art at Phase 3

Setup (Multiplayer):

* Coruscant - Phase 4 – Conquest
* Coruscant - Phase 4 – Assault
* Coruscant - Phase 4 - Heroes vs Villains
* Bespin - Phase 4 – Conquest
* Bespin - Phase 4 - Hunt
* Bespin - Phase 4 - Heroes vs. Villains
* Cato Neimoidia - Phase 4 – Conquest
* Mustafar - Phase 4 - Heroes vs. Villains
* Yavin 4 - Phase 4 – Conquest
* Dantoine - Phase 4 – Conquest
* Desolation Station / Death Star Construction - Phase 4 - Conquest
* Kashyyyk - Phase 4 – Conquest
* Kashyyyk - Phase 4 – Hunt
* Dathomir - Phase 4- Conquest

Setup (Story):

* Cato Neimoidia - Phase 4

## Milestone 26 - Monday, 16ᵗʰ June 2008 - Pre-Certification

* Final E3 2008 Demo version based on the Alpha version, with whatever restrictions need to be in place for E3.
* Pre-submission versions for SCEE and SCEA
* Pre-certification version for Microsoft
* Text Post Lock (only necessary last minute changes <2,000 words due 7/14/08

## Milestone 27 - Friday, 1ˢᵗ August 2008 - Beta - First Release Candidate (all languages)

* The versions which, when approved, are relabelled as “Final” and used for the first submissions to Sony and Microsoft. Approval time for this milestone is 7 days, to achieve submissions on Friday 8th August 2008.
* Finalization of List of Underlying Technology on Exhibit F.

LucasArts obligation:

* After approval, LucasArts to promptly submit the versions to the relevant platform licensors.
* All feedback from platform licensors to be passed on to FRD on the same day that it is received by LucasArts, or made available to LucasArts on the platform licensors web site.
* Text Post Beta (bug fixes only, no additions or edits)

## Milestone 28 - Thursday, 11ᵗʰ September 2008 - Main Approvals

* Approval received from Sony for US NTSC version.
* Approval received from Sony for PAL versions (English, French, German, Italian and Spanish languages).
* Approval received from Microsoft for US NTSC version.
* Approval received from Microsoft for EFIGS PAL version s (English, French, German, Italian and Spanish languages).

## Milestone 29 - Wednesday, 1ˢᵗ October 2008

* Approval received from Sony for Japanese NTSC version (if any).
* Approval received from Microsoft for Japanese NTSC version (if any).
* Executed originals of all Copyright Assignments (Exhibit G)
* Return of loaned materials (if any). (Exhibit D).
* Archive delivery received and accepted by LucasArts
* Product Gold Master Sign-Off received and accepted by LucasArts.

**Product Configuration and Development Milestone Schedules**

**1.** **Product Configuration** - The Product will conform to the following specifications:

* PC Product. Windows-based personal computers, including, but not limited to, the foreign language versions set forth in the schedule below of PC Product Deliverables (the “**PC Product Configuration**”); and
* The PS3 Product Configuration, X360 Product Configuration, Wii Product Configuration and PC Product Configuration are collectively referred to in the Agreement as “**Product Configuration**”.

2. **Development Milestone Payments -**LucasArts will pay Developer the payments ***(***the*“'***Development Milestone Payments**”) specified in Section 1.1(a) of Exhibit K according to the development, production, delivery and payment schedule set forth below **(**“**Development Milestones**” or “**Development Milestone Schedule**”) with respect to the Development of the Product, by direct bank transfer within fifteen (15) days after LucasArts’ receipt of invoice following LucasArts’ approval and/or acceptance of the Deliverables for each such Development Milestone. All Milestone payment amounts stated herein are in Great British Pounds and shall not vary regardless of then-current exchange rates. It is acknowledged that royalties under this Agreement shall be paid in United States Dollars.

**PC Product**

Note – All art and game deliverables listed on main console MS schedule will be included in each corresponding PC build.

## Milestone 1 - Monday, 21ˢᵗMay 2007

Focus Group: Internal focus group focusing on VBF experience.

Documentation:

* Full execution of the amendment
* 1st Draft Milestone Schedule
* 1st Draft Design Overview
* 1st Draft Technical Design Document

Running on PC:

* **All content and features integrated from MS3 to MS12 of X360 and PS3 products**

## Milestone 2 - Monday, 25ᵗʰ June 2007

Greenlight Meeting: Design Review, Production & Technical Review, FPM & Final Greenlight

Documentation:

* 2ⁿᵈ Draft Design Document
* Final Milestone Schedule
* 2ⁿᵈ Draft Technical Design Document

Running on PC:

* Character POV is default 1st person (game also supports 3ʳᵈ person)
* LAN game with 8 player minimum and uncapped maximum
* Checkpoints functional on PC with restart, save and load

## Milestone 3 - Monday, 23ʳᵈ July 2007

Documentation:

* Final Design Document
* Final Technical Design Document

Running on PC:

* PC Product runs at 20 fps on minimum hardware configuration on Tatooine with 50 AI
* **MINIMUM SYSTEM REQUIREMENTS FOR MS3**
	+ **COMPUTER:** 100% DirectX 9.0c compatible computer required.
	+ **OPERATING SYSTEM:** Windows XP
	+ **CPU:** Intel Pentium 4 or AMD Athlon 3.0 GHz or faster required.
	+ **MEMORY:** 1GB RAM or higher required.
	+ **GRAPHICS CARD:** 256 MB 3D graphics card with Vertex Shader and Pixel Shader (2.0) capability required.
	+ **SOUND CARD:** 100% DirectX 9.0c compatible Sound Card required.
	+ **DVD-ROM:** DVD-ROM drive or faster required.
	+ **INPUT DEVICE:** Keyboard and mouse required. Joystick or gamepad recommended.
	+ **DirectX:** Microsoft DirectX 9.0c is included on this CD.
	+ **NOTE:** DirectX may require the "latest" drivers for your particular hardware.

## Milestone 4 - Monday, 20ᵗʰ August 2007 - Online Test 1

Running on PC:

NOTE: Online Test subject to exhausting internal online stress testing.

* Network Test
	+ Capacity for 50 human players per game (not verified at FRD)
	+ No AI
	+ Able to be run in Performance Modes to cheapen Rendering
	+ Simulate lag, packet loss, and other real world network conditions
* Direct IP Matchmaking
* Multiplayer Online. Capacity for 50 Players with no AI. Uncapped max players.
* Dedicated, standalone WinOS server
* Dedicated Linux-based server

## Milestone 5 - Monday, 24ᵗʰ September 2007 - Online Test 2

Running on PC:

NOTE: Online Test subject to exhausting internal online stress testing.

* Network Test
	+ Capacity for 50 human players per game (not verified at FRD)
	+ AI used to fill available slots
	+ Able to be run in Performance Modes to cheapen Rendering
	+ Simulate lag, packet loss, and other real world network conditions
* Direct IP Matchmaking
* Multiplayer Online. Capacity for 49 AI-controlled. Uncapped max players.
* Dedicated, standalone WinOS server
* Dedicated Linux-based server
* Frontend UI fully supports mouse and keyboard control (art still placeholder)

## Milestone 6 - Monday, 22ⁿᵈ October 2007

Running on PC:

* *Games for Windows* support implemented
	+ All agreed functionality as noted in Game for Windows Technical Requirement v 1.1.0006 (to be updated to latest version as/when Microsoft releases it)
* PC Monitor Support (multiple resolutions and aspect ratios as well as HDTV) – subject to details to follow
* Game for Windows LIVE Matchmaking, Lobby, Friends, Statistics, Leaderboards, Account Management online features integrated
* Saving and Loading menus
* Keyboard controls with ability to change assigned keys.

## Milestone 7 - Monday, 19ᵗʰ November 2007

Running on PC:

* Frontend feature complete for evaluation
* Support for standard PC peripherals including: X360 Controller, joysticks, other 3rd party gamepads, etc
* Stereo, 5.1 and 7.1 audio support
* Stress Test; specified map must be at sufficient level of completion in terms of art and combat density

## Milestone 8 - Monday, 17ᵗʰ December 2007

* Tools to assist Q.A.
* Profiles and profile saving

## Milestone 9 - Monday, 21ˢᵗ January 2008

**NOTE: Console online test this month**

* Frontend feature complete
* Installer fully integrated and functional

## Milestone 11 - Monday, 17ᵗʰ March 2008

**ALPHA**

* No A or B1 bugs where the definitions are:
	+ **A** - Bug that makes further progress through the game impossible. Includes crash bugs, stuck bugs, critical-path auto-death bugs, and missing critical path objectives.
	+ **B** - Functional bugs that do not make further progress impossible. Include art, sound, game-play, controller, logic, etc.
	+ **1** - A critical bug. QA believes that this bug must be fixed in order for the game to ship.
* Content complete, except any planned downloadable content
* Still needs balancing / tuning
* Still needs some art polish

## Milestone 12 - Monday, 21ˢᵗ April 2008

* Downloadable version of demo, if possible.

## Milestone 14 - Friday, 16ᵗʰ May 2008

* Final E3 2008 Demo version based on the Alpha version, with whatever restrictions need to be in place for E3.
* Pre-certification version for Microsoft Vista.
* Text Post Lock (only necessary last minute changes <2,000 words due 7/14/08.

## Milestone 15 - Friday, 1ˢᵗ August 2008

**FIRST RELEASE CANDIDATE**

* Standalone and Cover Mount versions of the demo (with any E3-specific changes removed, if necessary).
* The versions which, when approved, are re-labeled as “Final” and used for the first submissions to Microsoft for Vista approval. Approval time for this milestone is 10 days, to achieve submissions on Friday 10 August 2008.
* Finalization of List of Underlying Technology on Exhibit F.

Microsoft Vista Certification

* Microsoft Vista approval

## Milestone 15 - Wednesday, 1ˢᵗ October 2008

**FIRST RELEASE CANDIDATE**

* Executed originals of all Copyright Assignments (Exhibit G)
* Return of loaned materials (if any). (Exhibit D).
* Archive delivery received and accepted by LucasArts.
* Product Gold Master Sign-Off received and accepted by LucasArts.

**Milestone Schedule v.1.4 - 6th December 2007**

## Milestone 1 - Monday, 19ᵗʰ February 2007

Greenlight Meeting:

* Concept
* Full execution of the agreement
* Full staffing work-up
* All risks against PS3/X360 version noted and mitigations provided

Documentation:

* Preliminary Milestone Schedule
* Preliminary Design Overview
* Preliminary Technical Design Document

Running on Wii:

* Limited Stage showing vehicle and character. No animations or shadows.
* One vehicle integrated from PS3/X360 console pipeline
* One character integrated from PS3/X360 console pipeline

## 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

## Milestone 3 - Monday, 23ʳᵈ April 2007

Documentation:

* 2ⁿᵈ Draft Design Document
* 2ⁿᵈ Draft Milestone Schedule

Running on Wii:

* Player running around on Polygonal Mesh Test Room using Wii Controller
* Able to interact with Physics Objects
* No weapons
* On foot movement only (no jumping, rolling, jet-packs etc)

Tools and Technology:

* Framework & Physics (ODE)
* Animation System
* Investigation complete on variations via shaders, i.e. Cartoony

## Milestone 4 - Monday, 21ˢᵗ May 2007

Documentation:

* 3ʳᵈ Draft Design Document
* 3ʳᵈ Draft Milestone Schedule
* 2ⁿᵈ Draft Technical Design Document

Running on Wii:

* Player traversing Terrain & flying to Capital Ship and able to land in the hangar, using a starfighter
* Conquest Game Mode – Player with one weapon working in 1ˢᵗ and 3ʳᵈ Person
* 3 AI in a Test Room

Tools and Technology:

* Transformation Portals

## Milestone 5 - Monday, 25ᵗʰ June 2007

Greenlight Meeting: Design Review, Production & Technical Review

Focus Group: Feedback Testing

Documentation:

* Final Milestone Schedule
* Final Technical Design Document

Running on Wii:

* Demonstrate an infantry experience utilizing the Wii controller
	+ Demonstrate on-foot battles that are immersive and engaging with the Wii Controller
	+ All classes and weapons for a specified Faction
	+ Include Melee, sprint and other player moves
	+ Includes combat assists such as target lock
	+ Target of 10 AI
	+ All demonstrable in a Test Room
* Demonstrate a space experience utilizing the Wii controller
	+ Demonstrate space battles that are immersive and engaging with the Wii Controller
	+ Controls subject to testing and iteration
	+ Includes spacecraft features as seen in other SKU’s
	+ Includes aim-assists and match target heading etc.
	+ Includes special maneuvers
	+ Includes Primary and secondary weapons
	+ Target of 10 AI
	+ All demonstrable on one ship type in Space
* HUD fully integrated
* HUD Map fully integrated
* Conquest Game Mode

Tools and Technology:

* Transformation Portals

## Milestone 6 - Monday, 23ʳᵈ July 2007 - Preliminary Tech Review Build

Documentation:

* Final Design Document
	+ Must address:
		- Wii controller usage: infantry and vehicles
		- Wii exclusive Interactive gameplay environment
* 2ⁿᵈ Draft Milestone Schedule

Running on Wii:

* Demonstrate a vehicle experience utilizing the Wii controller
	+ Demonstrate land vehicle battles that are immersive and engaging with the Wii Controller
	+ All demonstrable in a Test Room
	+ Controls subject to testing and iteration
* Jedi Controls via Wii Remote
* Demonstrable AI

## Milestone 7 - Monday, 20ᵗʰ August 2007

Running on Wii:

* Layers interacting -> Ground to Space and Space to Ground cannons
	1. of unit at Console limits (expecting between 32 and 50) in Test Room
* VBF Splitscreen subject to technical feasibility
	+ Possibly single layer splitscreen, 2 players only.
	+ This is due to compromises needed for full VBF and 4 players

## Milestone 8 - Monday, 24ᵗʰ September 2007 - Prototype

Running on Wii:

* Prototype Demo – Tatooine, VBF, Conquest, 32 AI
* Squad Behaviour (1st pass – using cover and moving as a group, with group decision making)

## Milestone 9 - Monday, 22ⁿᵈ October 2007

Running on Wii:

* Running from single-layer Wii Disc (NOTE: Dual Layer not needed)
* Combat Density Assessment available the same as other SKUs
* Screenshots to internal flash and copying to SD card (via system menu)
* Write stack trace to internal flash
* Improvements to streaming algorithms

## Milestone 10 - Monday, 19ᵗʰ November 2007

Running on Wii:

* Coruscant - Converted to Wii
* Wii-exclusive arena mode implemented
* Holes in terrain implemented
* Improved space skybox
* Improvement in terrain texturing
* Revised ground area funnel on Tatooine
* Demonstrate networking
	+ Allow 2 or more players to traverse the vertical battlefront over a network setup.
		- Using Nintendo's WFC Network Implementation
	+ Intended for Network Test
		- Obtain Bandwidth stats
		- Test to Maximum number of WFC allowed players (Currently 16)

## Milestone 11 - Monday, 17ᵗʰ December 2007

Running on Wii:

* Tatooine - Converted to Wii
* Galactic Conquest implemented
* Audio presented in build
* Improved aliasing
* Improved shadows on Coruscant
* Running at 15fps
* 7 Challenges converted from main SKUs

## Milestone 12 - Monday, 21ˢᵗ January 2008

Running on Wii:

* Hoth - Converted to Wii
* Cato Neimoida - Converted to Wii
* Death Star 2 (End of Endor) - Converted to Wii
* Story Missions implemented, all story levels with Phase 2 setup
* Running at 20fps

## Milestone 13 - Monday, 18ᵗʰ February 2008

Running on Wii:

* Wii Challenges 1 – 5
* Endor - Converted to Wii
* Dantooine - Converted to Wii
* Dathomir - Converted to Wii
* Kashyyyk - Converted to Wii
* Bespin - Converted to Wii
* Mustafar - Converted to Wii
* Yavin 4 - Converted to Wii
* Droid Control Ship - Converted to Wii
* CIS Cruiser - Converted to Wii
* Star Destroyer - Converted to Wii
* Desolation Station / Death Star Construction - Converted to Wii
* Story Cutscenes implemented
* Wii Remote Speaker Functional implemented
* Running at 25fps
* HUD optimized for Wii Resolution
* Running at 20fps

## Milestone 14 - Monday, 17ᵗʰ March 2008 - Alpha

* Death Star (Tributary Beam part) - Converted to Wii
* Old Imperial Shipyard - Converted to Wii
* Running at 30fps

* No A or B1 bugs where the definitions are:
	+ **A** - Bug that makes further progress through the game impossible. Includes crash bugs, stuck bugs, critical-path auto-death bugs, and missing critical path objectives.
	+ **B** - Functional bugs that do not make further progress impossible. Include art, sound, game-play, controller, logic, etc.
	+ **1** - A critical bug. QA believes that this bug must be fixed in order for the game to ship.

## Milestone 15 - Monday, 21ˢᵗ April 2008

* Demo for shows / kiosk / covermount / E3 - Tatooine conquest

## Milestone 19 - Thursday, 11ᵗʰ September 2008

* Final Master

A more detailed look into the Milestone Schedule, with data from after the January 2008 delay. September/October/November is missing.

* PS3/X360
* PC
* Wii

## Milestone 2 - Monday, 19ᵗʰ June 2006

An interim step towards Milestone 3.

Documentation:

* Preliminary Design Overview
* Preliminary Milestone Schedule

Running on PC:

Ground, Space and Capital Ship are running as 3 separate levels for this milestone.

* **Ground:**
	+ Terrain rendering (placeholder textures)
	+ Placeholder player character able to traverse the terrain
	+ Placeholder animation
	+ 1st person & 3rd person camera systems
	+ 1st person & 3rd person shooting (1st pass gun)
	+ Targeting reticule
	+ Laser special effects
	+ Skybox
* **Space:**
	+ 1st pass ship geometry, no textures
	+ Ship able to fly around space
	+ Ship able to fire
	+ Space skybox
	+ 1st person & 3rd person camera systems
	+ 1st person & 3rd person shooting (1st pass gun)
	+ 1st pass capital ship exterior (not fully textured)
* **Capital ship:**
	+ 1st pass Capital Ship interior with hangar (not fully textured)
	+ Player able to traverse capital ship on foot

	+ Height editing
	+ Exporting
* Texture streaming tests working
* Terrain LOD tests working
* Scale tests done
* Build Process
	+ Create development environment for the game
* Sound/Music
	+ Initial groundwork

LucasArts to deliver:

All items on the list of Star Wars assets in Exhibit D

## Milestone 3 - Monday, 17ᵗʰ July 2006

Summary:

* Vertical Battlefield 'Proof of Concept'

Content Detail:

* Vertical Battlefield 'Proof of Concept'
* Controls to navigate character and ship between ground and capital ship
* Basic UI / HUD
* Sample Characters and Ships modelled
* Terrain Editor v0.2

Game Design:

* Ability to fly between ground and the capital ship to demonstrate Vertical Battlefield

Gameplay Features (Controls):

* Player able to enter/leave ship on ground
* Ship able to fly around above terrain
* Ship able to fly upwards into Space
* Ship able to fly and land in Capital Ship
* Player able to enter/leave ship in Capital Ship hangar.
* All of the above, but in reverse (i.e. Capital Ship to Space to ground)

Gameplay Features (Camera):

* 1st person & 3rd person camera systems

Gameplay Features (UI/HUD):

* Player Info
* Targeting Reticule
* Vehicle/Ship Info
* In-game Menus
* Splashscreen

Art (Singleplayer Planets):

* Tatooine (area for Prototype)

Art (Capital Ships):

* CIS Cruiser Exterior
	+ with BF2-scale interior

Art (Characters):

* Clone Trooper
	+ To demonstrate/evaluate the texture/geometry budget
* Battle Droid
* Medical Droid
* Storm Trooper

Art (Weapons):

* E-11 Blaster Rifle

Art (Vehicles):

* CIS AAT
* Hailfire Droid
* Republic Starfighter
* B-Wing
* Droid Starfighter

Tools:

* Terrain Editor v0.2: (this is not part of the delivered build, but will be demonstrable on-site)
	+ Height editing
	+ Material editing
	+ Texture baking
	+ Object placement
	+ Exporting
* Terrain Rendering, with LODing
* Scale Handling
	+ Ability to deal with the transition between the game zones, and related issues of scale.
* Moving Capital Ship investigation
	+ Determine the feasibility of moving Capital Ships around.
* Texture Streaming
	+ Stream textures during the transition between the game zones.

Effects:

* Cloud layer / 1st pass transition into Space
* Lasers - functional
* Sparks - functional

General:

* Build Process
	+ Begin implementation of an optimal system with the goal of full automation
* Platform-specific
	+ Deal with PS3 and X360-specific issues
* Sound Effects
* Music

Production:

* Deliver PC Build
* Preliminary Technical Design document
* Final Draft Design Overview Document for Greenlight Meeting
* Preliminary Design document
* Updated Milestone Schedule document
* Rough schedule written covering timing and order of creation of the main game assets and planned order of software implementation.

## Milestone 4 - Monday, 21ˢᵗ August 2006

Summary:

* 2-player on-foot on terrain over network and 2-player split-screen

Content Detail:

* This milestone presents the completed Clone Trooper character from MS3 with a full set of placeholder animations (accessible in current maps).
* 2-player on-foot on terrain over network
* 2-player split-screen
* Beginnings of AI for Character and Ship

Gameplay Features (Controls):

* Targeting / lock-on

Gameplay Features (AI):

* AI character traversing terrain
	+ Would like to have 2 teams of characters fighting each other on the ground.
* AI flying ship in air (Not taking off / landing)
	+ Would like to have 2 teams of characters (maybe 5 each) fighting each other in space.

Gameplay Features (Vehicles):

* Hover vehicles traversing terrain sensibly

Gameplay Features (Miscellaneous):

* Auto-land Button (outside hangar)
* Simple respawn option on Menu

Art (Characters):

* R2-D2
* Dwarf Spider Droid
* Buzz Droid
* Tri-Droid (Octuptarra)
* Assassin Droid (camo battle droid)
* Pilot Droid (blue battle droid?)
* Super Battle Droid
* IG-88
* Zam Wessell
	+ Excluding all cloth components. Will be submitted again with Cloth.

Art (Weapons):

* Fusion Cutter

Art (Vehicles):

* Speeder Bike
* Tri-fighter
* Republic LAAT Gunship
* BARC Speeder (Clone Speederbike)
* Sith Speeder
* X-Wing

Technical (Network):

* Split-screen 2-player
	+ only on the terrain
* 2-player on-foot on terrain over network

Technical (Effects):

* Electricity

Technical (General):

* Cloth Code Implemented
* Restarts

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Final Draft Technical Design Document for Greenlight Meeting
* Final Design Overview Document, incorporating feedback from Greenlight Meeting
* Final Design Document
* Final Milestone Schedule

## Milestone 5 - Monday, 25ᵗʰ September 2006

Summary:

* Multiple players able to traverse the Vertical Battlefield in a networked game

Content Detail:

* This milestone presents multiple players able to traverse the Vertical Battlefield in a networked game
* GUI Network Menu and Respawn menu (with character select, without map)
* Respawn menu (with character select, without map)
* 1st draft of Voice Script

Gameplay Features (Classes):

* Engineer Class (with Fusion cutter)
	+ Can repair vehicles with Fusion Cutter. Won't be correct model (Imperial Pilot not complete).
* Jetpack Class
	+ Can jet above terrain. Stamina bar will deplete. Space behaviour may not be functional. Won't be correct model (Dark Trooper not complete).
* Jedi Class (animation test)
	+ An animation showcase only, not fully functional.

Gameplay Features (Miscellaneous):

* Command Posts
	+ Exist on terrain and capital ships. Can capture, with appropriate capturing HUD display.
* Battle Droid as playable character
	+ May be reduced animation set at this stage

Art (Characters):

* C-3PO
	+ This model currently has no environment map
* Astromech (misc)
* Rancor
* Imperial Officer

Art (Vehicles):

* V-Wing

Art (Space Cruisers):

* Super Star Destroyer
	+ exterior-only

Narration:

* 1st draft of Voice Script
	+ Main Story and as much in-game as feasible

Technical (Network):

* Multiple players able to traverse the Vertical Battlefront

Technical (Effects):

* Lightsaber
* Vehicles firing lasers/missiles
* Vehicles exploding
	+ Placeholder explosion with no debris

Technical (General):

* GUI Network Menu
* Respawn Menu
	+ With character select, no map
* Terrain Objects lit
	+ This refers to static environment objects (e.g buildings, trees).
* Terrain Shadows

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Final Technical Design Document for Greenlight Meeting
* Agree the intended content of the First Playable milestone and associated E3 2007 demo.

## Milestone 6 - Monday, 23ʳᵈ October 2006

Summary:

* Prototype of some Jedi Abilities and further AI functionality

Content Detail:

* This milestone presents the AI functioning on ground and in space including taking off and landing
* All classes & playable units will be fully defined including attributes, weapons and role
* Various effects such as re-entry and vehicle destruction including debris
* The build will be on Xbox 360 and PS3 from now on

Gameplay Features (AI):

* AI is functioning on ground / in space
	+ There will be between 3 and 5 AI on each side.
	+ There will be two sides.
	+ AI will travel between all the Command Posts to capture them. If they encounter the enemy they will fire at them, but eliminating them is not their primary objective.
	+ They will choose Command Posts at random.
	+ If a ship is necessary they will find a ship and fly it.
	+ Once captured a post, they will randomly rechoose another one.
	+ Because of the random nature of choosing command posts, there could be contention and they won't be captured.
	+ This is not a demonstration of a gamemode and so there are no win conditions.
* Flying AI taking off / and landing on terrain and capital ships
	+ Can fly from ground to capital ship and vice versa. This will be demonstrated via the desire to capture a Command Post seen in the previous showcase point.
* Vehicle spawns
	+ When a vehicle is destroyed, it respawns at the spawn point. This is not faction- specific. At present Spawn Points and Command Posts are currently un-linked.
* AI spawn points
	+ When AI die they respawn at random spawn points held by their faction

Gameplay Features (Miscellaneous):

* Jedi Melee and Force Power prototype
	+ Darth Vader model to be used. Possibly just in a Test Room.
	+ Lightning and Choke will be available and can be performed against your opponent. It will be identifiable by a placeholder icon, a graphical effect and an animation/stance change.
	+ Jedi Melee will be playable: lightsaber attacks, blocking and locking sabers.
	+ All of this will be in a split-screen (Single Console/PC) setup.
* Concurrent Players
	+ Up to 8 players can join a game. AI does not run in Network games.

Art (Characters):

* Darth Vader
* Imperial Probe Droid
* Droideka
* Clone Jet Trooper
* Clone Pilot (Clone Engineer)
* Clone Sharpshooter
* MagnaGuard (Commander)

Art (Vehicles):

* CIS Landing Ship
* Imperial Shuttle
* TIE Interceptor (variant of TIE fighter)

Art (Weapons):

* Republic -> Soldier Class -> DC-15 Blaster Rifle
* Republic -> Soldier Class -> DC-15s Blaster Pistol
* Republic -> Engineer Class -> SoroSuub F-187 Fusion Cutter
* Republic -> Sniper Class -> DC-15x Sniper Rifle

Technical Network (Effects);

* Re-entry effects
	+ This effect is to highlight the ship re-entering the planets atmosphere. It will be tested on one ship initially, viewed from 3rd person.
* Destruction of vehicles with debris
	+ The debris will be objects with collision, and the vehicle will appear wrecked after the explosion.

Technical Network (General);

* Particle Editor
	+ Not deliverable, but to be used in-house.
* Terrain Editor
	+ Not deliverable, but to be used in-house.

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build
	+ Complete with functionality from previous deliverables on other platforms

## Milestone 7 - Monday, 20ᵗʰ November 2006

Summary:

* 1st Map with Conquest Mode working and all classes for the Republic faction will be in game

Content Detail:

* Prototype of more Jedi abilities
* 1st Map with Conquest Mode working
* All classes for the Republic faction will be integrated into game with intended attributes and weapons
* Procedural foliage will be rendered in-game

Gameplay Features (AI):

* AI Turrets firing
	+ Auto-guns targeting opposing team's AI and player in-game.
	+ This will be the Large Turret as seen in the Stage.
	+ It will be animated to simulate firing.
	+ For the purposes of demonstration they will target infantry only.
	+ The turret will target the first enemy that enters it’s range.
	+ It will not be able to be destroyed.
* AI Space dogfighting improvements

Gameplay Features (Gamemodes):

* Conquest Mode
* Type 1: Conquest working in singleplayer and split-screen on CIS Cruiser only (with AI)
	+ AI will attempt to capture command posts and fight the opposing team
	+ AI will defend captured command posts
	+ AI will not take cover
	+ AI will follow similar routes if starting from the same spawn point.
	+ AI will spawn as physically different characters, but the behaviors of the class will not be different. For example, the Sniper will not exhibit sniper-specific behaviour.
	+ AI will defend or attack based on the balance of power at the CPs. If an owned CP is under heavy fire then AI will opt to defend. If owned CPs are not being attacked then AI will take an offensive stance and persue other CPs
	+ Players/AI can spawn in on a CP that is being captured so long at has not gone to neutral, i.e is still charging down
* Type 2: Conquest working over VBF for network play only (no AI).

Gameplay Features (Miscellaneous):

* Jedi Melee and Force Power prototype
	+ Prototype of Push and Pull only affecting characters
	+ Playable in the Jedi Arena only.
	+ Different animation stances will be used for each power.
	+ The power cannot be blocked.
	+ Victims will drop into pre-canned animations.
* Space dogfighting improvements
* Grenade usage for player - functional
	+ Thermal Detonators only.
	+ Thrown with left hand.
	+ Damage inflicted by grenade on infantry and vehicles will not be final.
	+ Victims will drop into ragdoll when killed.
	+ Explosions will not be material specific.
* HUD Map (Ground Only)
	+ Functional with non-final graphics.
	+ Graphics will not be indicative of the art direction for the map. Functional detail only. Details such as the arrangements of buildings will be absent.
	+ Mini-map will appear if in vehicle or on ground.
	+ Display will be of all NPCs and CPs.

Art (Characters):

* Heroes - Mace Windu
* Soldier Models - Clone Heavy Trooper
* Soldier Models - Clone Commander
* Soldier Models - Imperial Pilot (Imperial Engineer)
* Soldier Models - Scout Trooper (Imperial Sniper)
* Villains - Jango Fett
* Droids - Ammo / Power Droid - Ep. 1
* Droids - MSE-6 (Box) Droid

Art (Capital Ships):

* CIS Cruiser

Art (Weapons):

* Conner Ship Systems HX2 Mine
* Detpacks
* Republic -> Engineer Class -> Grenade Launcher
* Republic -> Sniper Class -> Diffusion Blaster
* Republic -> Special Units -> Power Lance
* Republic -> Heavy Weapons Class -> Rocket Launcher

Narration:

* 2nd draft of Voice Script
	+ Main Story and as much in-game as feasible

Technical (Rendering):

* Procedural foliage rendered in-game
	+ Procedural texturing will be used for small rocks and foliage – items that do not have collision properties associated with them.

Technical (General):

* AI cam added to the 360 and PS3 platforms
* Free cam added to all platforms
* Pause Menu – added ability to return to Main Menu

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Milestone 8 - Monday, 18ᵗʰ December 2006

Summary:

* First Playable Preview on PC, Xbox 360 and PS3

Content Detail:

* First Playable Preview
* Iteration of Jedi abilities
* 1st Map with Assault Mode working
* Several new effects

Game Design:

* First Playable Preview
	+ All content required for First Playable is in:
		- Conquest across VBF (Tatooine with CIS Cruiser)
		- Republic (in control of Tatooine) vs CIS (in control of CIS Cruiser)
		- Singleplayer with bots
		- Running on PC
		- Quality will not reach First Playable standards in many areas

Gameplay Features (AI):

* AI using Grenades
	+ Grenades in-game for use by AI - functional
	+ AI Soldier class will throw thermal detonators at enemies

Gameplay Features (Gamemodes):

* Conquest mode over Tatooine
	+ Working in a similar manner to conquest on the CIS Cruiser, except AI will also find the means to reach their target.

Gameplay Features (Miscellaneous):

* Jedi Force Power (Lighting, Push, Pull and Choke)
	+ Abilities affecting characters and props
	+ Props include vehicles weapons and other small objects
* HUD (1st pass)
	+ Functional with non-final graphics.
	+ HUD will show gun icons and ammo count.
* Basic frontend with desired structure
	+ Prototype showing basic design for Campaign and Instant Action. Functional with non-final graphics. No profile or network menus.
* All classes integrated into the game
	+ Moved from MS7 due to character classes for the game currently being under review.
	+ Each character class in the Republic faction has correct model and primary weapons load-out.
* Player able to use the 'prone' position
	+ Possibly only on the Battle Droid, but a stretch goal for all other characters.
* Hero Unlocking
	+ Heroes unlocked at certain point criteria during gameplay.

Art (Characters):

* Cutscene Models - Lando Calrissian
* Heroes - Princess Leia
* Non-Human Creatures - Krayt Dragon
* Soldier Models - Rebel Marksman
* Soldier Models - Imperial Snow Trooper

Art (Weapons):

* CIS -> Soldier Class -> E-5 Blaster Rifle
* Thermal Detonator

Art (Vehicles):

* A-Wing
* Millenium Falcon
	+ with cockpit
* Sith Inflitrator

Narration:

* 3rd draft of Voice Script
	+ Main Story and as much in-game as feasible following discussions of points in 2nd draft

Technical (Design):

* Final Technical Design Document
	+ Incorporating feedback from Greenlight Meeting

Technical (Rendering):

* FX – sand on Tatooine (blowing around)
* FX – vehicle effects (dust/smoke/dirt/boosters)
	+ Demonstrated on Clone Hover Tank and Droid Starfighter.

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Milestone 9 - Monday, 22ⁿᵈ January 2007

Summary:

* Further Jedi Abilities and AI features towards First Playable

Content Detail:

* All placeholder assets removed
* Iteration of Jedi abilities
* HUD Map for Space functional
* AI navigation and combat over VBF
* Further Design - Galactic Conquest

Game Design (Multiplayer):

* First Playable Preview
	+ All content required for First Playable is in:
		- Conquest across VBF (Tatooine with CIS Cruiser)
		- Republic (in control of Tatooine) vs CIS (in control of CIS Cruiser)
		- Singleplayer with bots
		- Running on PC
		- Quality will not reach First Playable standards in many areas
* Tatooine - Phase 1
* Galactic Conquest Design - draft

Game Design (Story):

* Cato Neimoidia Phase 0
* Mustafar Phase 0
* Yavin 4 Phase 0
* Hoth Phase 0
* Rebel Cruiser (Mon Calamari) Phase 0
* Desolation Station / Death Star Construction Phase 0

Gameplay Features (AI):

* AI navigation and combat for all parts of Vertical Battlefield

Gameplay Features (Miscellaneous):

* Jedi Force Power (Jump and Sprint)
	+ Tied in with Stamina Bar
* HUD map (Space, 1st pass)
	+ Functional with non-final graphics.
* Vehicle and spacecraft handling models for evaluation of handling physics
	+ Handling and speeds over VBF layers:
		- Speederbikes
		- AAT
		- Droid Fighter
		- Republic Starfighter
		- LAAT
		- V-Wing

Art (Characters):

* Clone Skytrooper

Art (Planet Levels):

* Hoth - Phase 0
* Cato Neimoidia - Phase 0
* Mustafar - Phase 0
* Death Star (Tributary Beam part) - Phase 0

Art (Capital Ships):

* Rebel Cruiser (Mon Calamari) - Phase 0

Art (Weapons):

* Westar-34 Blaster
* CIS -> Special Units -> Electrostaff
* CIS -> Support Class -> CIS Arc Cutter
* CIS -> Sniper Class -> Disruptor Pistol
* CIS -> Engineer Class -> Blaster Pistol

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build
* All placeholder assets removed

## Milestone 10 - Monday, 19ᵗʰ February 2007

Summary:

* All units in game with attributes and weapons
* New Jedi Force Powers
* AI using Jedi Melee abilities

Content Detail:

* All playable units for Republic and CIS Factions for First Playable integrated into game
* Jedi Force Power (Lightsaber Throw and Repulse)
* Vehicle boarding transitions in-game on speeders
* AI using Jedi Melee abilities

Game Design:

* All playable units for Republic and CIS Factions for First Playable integrated into game
	+ Including one hero per Hero Tier per Faction
	+ Primary weapons
	+ No buffs or session unlocks

Game Design (Multiplayer):

* Iterative improvements on First Playable Preview
	+ All content required for First Playable is in:
		- Conquest across VBF (Tatooine with CIS Cruiser)
		- Republic (in control of Tatooine) vs CIS (in control of CIS Cruiser)
		- Singleplayer with bots
		- Running on PC
		- Quality will not reach First Playable standards in many areas

Game Design (Story):

* Dantooine Phase 0
* Dathomir Phase 0
* CIS Cruiser Phase 1
* Republic Cruiser (Venator-Class) Phase 0

Gameplay Features (AI):

* AI Melee class
* AI using Force Powers
* AI using Jedi Melee abilities
	+ Melee/hero class vs Jedi and Infantry on Tatooine for First Playable
* AI spawning in space and staying in space
* AI exiting hangars correctly
* AI over Network
* AI Hero Unlocking

Gameplay Features (Miscellaneous):

* Jedi Force Power (Repulse)
* Escape Pods (1st pass)
* Vehicle boarding transitions in-game on speeders
	+ Animations for getting on/off Speeder on Tatooine for First Playable
* Secondary Heroes
* Hero time-out
* Super Battle Droid in-game

Art (Characters):

* Clone Trooper EPIII Helmet revisions
* Humanoid Creatures - Ewok Warrior
* Villains - Darth Sidious / Emperor
* Villains - Darth Tyrannus / Count Dooku

Art (Planet Levels):

* Dantoine - Phase 0
* Hoth - Phase 1
* Coruscant - Phase 1
* Bespin - Phase 1
* Yavin 4 - Phase 0
* Droid Control Ship - Phase 1

Art (Capital Ships):

* Republic Cruiser (Venator-Class) - Phase 0
* Star Destroyer - Phase 1

Art (Weapons):

* EE-3 Blaster Rifle
* CIS -> Soldier Class -> Sonic Charge Launcher
* Zam Wessell - Rifle

Art (Vehicles):

* Y-Wing
* Clone Hover Tank

Audio:

* Voice Recording
	+ by LEC

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Milestone 11 - Monday, 19ᵗʰ March 2007

Summary:

* Iterative improvements towards First Playable

Content Detail:

* Additional features and improvemements towards First Playable

Game Design:

* Iterative improvements on First Playable Preview

Game Design (Multiplayer):

* Coruscant Phase 1

Game Design (Story):

* Tatooine Phase 1
* Kashyyyk Phase 0

Gameplay Features (AI):

* AI using troop transports
	+ Over Vertical Battlefront
* AI using land vehicles
	+ Over Vertical Battlefront
* AI Flying in formation (1st pass)
* Capital ship turrets (AI only)
	+ Turrets will be destructible

Gameplay Features (Miscellaneous):

* Hero Unlocking over Network
* Capturing CPs in vehicles
* Other large ships in space
* Arc Cutter functioning as weapon
* Health / ammo dispenser (engineer)
	+ With overhealth (150% health) function
* Ground to space cannon
* Capital ship to ground cannon
* Multiple capacity vehicles (troop transports)
	+ Featured on the LAAT Gunship
* Respawning on troop transports
	+ Featured on the LAAT Gunship
* Jedi Force Power (Lightsaber throw)

Art (Characters):

* Humanoid Creatures - Gungan
* Villains - Darth Maul
* Heroes - Lando Calrissian
* Soldier Models - Tarrful

Art (Planet Levels):

* Tatooine - Phase 2
* Endor - Phase 1
* CIS Cruiser - Phase 2

Art (Weapons):

* Flame Thrower
* Zam Wessell - Pistol
* Rebellion -> Soldier Class -> BlasTech DH-17 Blaster Rifle
* Rebellion -> Support Class -> BlasTech DL-44 Blaster Pistol

Art (Vehicles):

* AT-ST (+ cockpit) (Scout Walker)
* Droid Gunship
* TIE Fighter

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Milestone 12 - Monday, 23ʳᵈ April 2007

Summary:

* Prototype - PC

Content Detail:

* Content of the build to be suitable for the PC Prototype as defined in the Milestone Schedule

Game Design:

* Iterative improvements on Prototype Preview

Game Design (Multiplayer):

* Bespin Phase 1

Game Design (Story):

* Coruscant Phase 1

Gameplay Features (AI):

* Singleplayer with bots
* Conquest AI
	+ Strategical AI Behaviour
	+ Class Specific AI Behaviour, including Special Abilities
		- Not all Secondary Weapons
	+ AI using land vehicle
	+ AI spawning in space and staying in space
	+ Capital ship turrets (AI only)
	+ AI Flying in formation (1st pass)
* Target of 50 AI over VBF

Gameplay Features (Miscellaneous):

* Tatooine Conquest (Instant Action)
	+ Played out over the vertical battlefront
* Functionally final HUD / GUI
	+ On foot / Vehicle elements only. Not menus or frontend.
* Ground to Space / Space to Ground firing
* Escape Pods functional
* Jedi gameplay including Melee moves

Art (Characters):

* Non-human Creatures - Tauntaun - Ep. 5

Art (Planet Levels):

* Tatooine - Splitscreen VBF version in progress for evaluation
* Dathomir - Phase 0
* Kashyyyk - Phase 0
* Coruscant - Phase 2
* Mustafar - Phase 1

Art (Weapons):

* Rebellion -> Heavy Weapons Class -> Golan Arms HH-15 Rocket Launcher
* Rebellion -> Sniper Class -> BlasTech E-17d Sniper Rifle

Art (Vehicles):

* AAC-1

Art (Miscellaneous):

* Placeholder art for HUD / GUI
* Placeholder particle and ambient effects

Technical (Rendering):

* Target of 20 FPS

Technical (General):

* LucasArts and FRD to agree details and content and mechanism of the online beta test

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Milestone 13 - Monday, 21ˢᵗ May 2007

Summary:

* Prototype - X360 and PS3

Content Detail:

* Content of the build to be suitable for the Console Prototype as defined in the Milestone Schedule

Game Design:

* Prototype running on X360 and PS3 with same content as PC version in MS12
	+ Only PS3 will be an average of 20fps

Game Design (Multiplayer):

* Xbox 360 networked and split-screen
	+ Console-hosted LAN and Online
	+ Minimum 2, uncapped max players
* Desolation Station / Death Star Construction Phase 1

Game Design (Story):

* Bespin Phase 1

Game Design (Miscellaneous):

* Galactic Conquest Design – final

Gameplay Features (Miscellaneous):

* Jedi Force Power (Storm and Stun)
* Starfighters hover before take-off
* Frigates destructible
	+ First pass, for the Munificent class Frigate
* Combat Density
	+ PC Only assessed with 89 AI over VBF on Tatooine

Art (Planet Levels):

* Coruscant - Splitscreen VBF version in progress for evaluation
* Tatooine - Splitscreen VBF version
* Old Imperial Shipyard - Phase 0
* Yavin 4 - Phase 1

Art (Weapons):

* Rebellion -> Sniper Class -> Disruptor Pistol
* Rebellion -> Melee Class -> Reinforced Combat Staff

Art (Vehicles):

* Jedi Starfighter

Technical (Rendering):

* FX – lava for Mustafar functional for evaluation

Technical (Network):

* Network Test
	+ PC only (better bug capture)
	+ 8+ human players per game
	+ Uncapped max number so we can just push up player count as high as possible
	+ No AI
	+ Able to be run in Performance Modes to cheapen Rendering

Technical (General):

* Sound & Music system and features completely functional/ready for asset integration
	+ Nothing visual to validate. This is an internal development piece. Demonstrably solely by the correct usage of sounds etc in-game.
* Controls / preferences menu, ability to change between presets

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Milestone 14 - Monday, 25ᵗʰ June 2007

Summary:

* Assault Gamemode
* Online Matchmaking

Content Detail:

* Assault Gamemode
* Online Matchmaking X360
* Wheeled vehicles
* Capital Ship Destruction
* Combat Density Plans
* NTSC & PAL Builds this month

Game Design (Multiplayer):

* Cato Neimoida Phase 1
* Hoth Phase 1

Game Design (Story):

* Mustafar Phase 1
* Star Destroyer Phase 1

Gameplay Features (Miscellaneous):

* 1st Map with Assault gamemode working
	+ Coruscant
	+ Multiplayer, LAN and Online.
	+ Minimum 8 Players. Uncapped max players.
* Auto-aim in ground & flying vehicles
* Player using vehicle turrets
	+ AAT
* Wheeled vehicles ingame
	+ Hailfire Droid
* Capital ship destruction (1st pass effects)
	+ With players and an interior on the Frigate
* Scoring system
	+ Player Kills, Command Post captures etc.
* AI ship scripted paths
	+ Not visible. Integrated into editor, for use in story
* Starfighter combat aids
	+ target lead indicator
	+ match speed and bearing test

Art (Characters):

* Cutscene models - Jedi Master Kota Vahs
* Cutscene models - Lobot
* Cutscene models - Sith Witch
* Heroes - Aayla Secura
* Villains - Sith Witch
* Soldier Models - Imperial Shock Trooper
* Soldier Models - Imperial Dark Trooper

Art (Planet Levels):

* Coruscant - Splitscreen VBF version
* Cato Neimoidia - Phase 1

Art (Weapons):

* Barium-core Thermal Detonator
* Merr-Sonn Munitions Class A Thermal Detonator
* Rebellion -> Soldier Class -> Sonic Charge Launcher
* Empire -> Sniper Class -> Disruptor Pistol

Art (Vehicles):

* STAP
* Republic LAAT/c Carrier Gunship
* Slave I
* Confederacy Strike Bomber

Technical (Network):

* All Online Matchmaking features functioning on Xbox 360

Technical (General):

* Xbox 360 @ 20fps
	+ With 50 AI on Tatooine
* Checkpoints functional on PC with restart, save and load
	+ In story mode, when objectives are complete
	+ Tested with Bespin

Production:

* Deliver Windows Build
* Deliver Xbox 360 Builds (NTSC & PAL)
* Deliver PS3 Builds (NTSC & PAL)
* Combat Density

## Milestone 15 - Monday, 25ʳᵈ July 2007

Summary:

* Hunt Gamemode
* Heroes vs. Villains Gamemode
* Walking Vehicles

Content Detail:

* Hunt Gamemode
* Heroes and Villains Gamemode
* Walking Vehicles
* AI Improvements

Game Design (Multiplayer):

* Tatooine Phase 2
	+ Conquest Mode
* Coruscant Phase 2
	+ Conquest + Heroes vs. Villains Mode
* Bespin Phase 2
	+ Conquest Mode
* Endor Phase 2
	+ Conquest + Hunt Modes
* Desolation Station / Death Star Construction Phase 2
	+ Conquest Mode

Game Design (Story):

* Bespin Phase 2
* Cato Neimoidia Phase 1
* Hoth Phase 1
* CIS Cruiser Phase 2
* Star Destroyer Phase 2
* Desolation Station / Death Star Construction Phase 1

Game Design (Miscellaneous):

* Medals & awards design

Gameplay Features (AI):

* AI using remote guns
	+ using exterior guns on Capital Ship (Munificent Frigate)
* AI using vehicle turrets
	+ AAT
	+ Single player and over network
	+ Players can switch with AI

Gameplay Features (Miscellaneous):

* 1st Map with Hunt gamemode working
	+ Endor
	+ Multiplayer, LAN and Online.
	+ Minimum 8 Players. Uncapped max players.
* 1st Map with Heroes vs. Villains gamemode working
	+ Coruscant
	+ Multiplayer, LAN and Online.
	+ Minimum 8 Players. Uncapped max players.
* Walking vehicles in-game
	+ AT-ST
	+ Singleplayer and over network
	+ Coruscant
* Help system
	+ System in place, although content will be added until MS22
	+ Demonstrated on Bespin, generic help messages displayed
* Starfighter combat aids
	+ Artificial Horizon
	+ All starfighters
* Secondary weapons
	+ Weapon melee with hit reacts and Republic Shotgun
* Scoring system
	+ Player Kills, Command Post captures etc.
* Player using remote guns
	+ Located in Cruiser turbo laser room / Frigate escape pod room

Art (Characters):

* Cutscene models - X1 (Act 1)
* Soldier Models - Imperial Guard
* Soldier Models - Rebel Soldier Basic

Art (Planet Levels):

* Death Star (Tributary Beam part) - Phase 1
* Desolation Station / Death Star Construction - Phase 1

Art (Weapons):

* Golan Arms KE-6b Mine
* Rebellion -> Heavy Weapons Class -> Shotgun
* 3HX3 Mine
* Rebellion -> Support Class -> Arc Cutter

Art (Vehicles):

* AT-RT (Open Scout Walker)
* Laser/Beam Turret
* Snail Tank (NR-99)

Production:

* Deliver Windows Build
* Deliver Xbox 360 Builds
* Deliver PS3 Builds

## Milestone 16 - Monday, 20ᵗʰ August 2007

Summary:

* Galactic Conquest Mode Playable
* Squad Behaviour

Content Detail:

* Galactic Conquest mode
* Numerous Phase 2 Story and Multiplayer
* Squad Behaviour
* AI Improvements
* SIXAXIS Support

Game Design (Multiplayer):

* Mustafar Phase 1
* Mustafar Phase 2 - Hunt
* Mustfar Phase 2 - Heroes vs. Villains
* Bespin Phase 2 - Heroes vs. Villains
* Cato Neimoidia Phase 2 - Conquest
* Endor Phase 2 - Heroes vs. Villains
* Hoth Phase 2 - Conquest

Game Design (Story):

* Coruscant Phase 2
* Mustafar Phase 2
* Endor Phase 1

Gameplay Features (AI):

* AI using fixed guns
	+ Singleplayer and over network, anti-infantry demonstrated on Hoth, no AI prioritisation
* AI using jetpack
	+ Singleplayer and over network, demonstrated on Tatooine Redesign blockout
* Squad Behaviour
	+ 1st pass – using cover and moving as a group, with group decision making, demonstrated on Coruscant story and Tatooine Redesign blockout Conquest, 2-6 AI in squad

Gameplay Features (Miscellaneous):

* Checkpoints functional on Consoles
	+ Restart from Checkpoint on in-game menu
* Galactic Conquest UI
* Galactic Conquest Playable
	+ Game flow with map; example battle bonus, no sector, planetary bonus
* Session unlocking system
* SIXAXIS support
	+ as option for flying vehicles
* Session Unlock content
	+ Tier 1

Art (Characters):

* Heroes - Anakin (Ep. 3)
* Heroes - Yoda
* Heroes - Young Obi-Wan Kenobi
* Heroes - Old Obi-Wan Kenobi
* Humanoid Creatures - Jawa
* Cutscene models - X2 (Act 1)
* Cutscene models - X1 (Act 1)
* Cutscene models - Chancellor Palpatine (Beginning of Ep.3)

Art (Planet Levels):

* Mustafar - Phase 2
* Dantooine - Phase 1
* Death Star 2 (End of Endor) - Phase 1
* Star Destroyer - Phase 2

Art (Weapons):

* Merr-Sonn TB-47 Time Bomb
* Republic -> Soldier Class -> Minigun

Art (Vehicles):

* Concussion Cannon Turret
* Geonosian Starfighter (Solar Sailer)

Technical (General):

* Build running on PS3 debug kit
	+ Tatooine only

Production:

* Deliver Xbox 360 Builds
* Deliver PS3 Builds

## Milestone 17 - Monday, 24ᵗʰ September 2007

Summary:

* Tatooine Training
* Tatooine Artwork Redesign

Content Detail:

* Tatooine Training Phase 1
* Medals & Awards
* Tatooine running from Xbox 360 disc
* Window-in-window
* Xbox Live Features

Game Design (Multiplayer):

* Yavin 4 Phase 1
* Tatooine Phase 2 – Assault
* Tatooine Phase 2 – Hunt
* Tatooine Phase 2 - Heroes vs. Villains
* Mustafar Phase 2 – Conquest
* Hoth Phase 2 - Assault

Game Design (Story):

* Tatooine Training Ground Phase 1
* Tatooine Phase 2
* Cato Neimoidia Phase 2
* Hoth Phase 2
* Yavin IV Phase 1
* Desolation Station / Death Star Construction Phase 2

Game Design (Miscellaneous):

* Medals & awards implemented
	+ After Match Awards

Gameplay Features (Miscellaneous):

* Instant hero infantry respawning
	+ Replace current character with hero without need for re-spawn
* Animated ships
	+ Tested on X-Wing and LAAT
* Session Unlock content
	+ Tier 2; secondary alternate weapons
	+ Tier 3; class-specific abilities

Art (Characters):

* Heroes - Chewbacca
* Cutscene models - X1 (Act 1) Head + Body
* Cutscene models - Captain Botha

Art (Planet Levels):

* Tatooine Redesign Artwork - Phase 2

Art (Weapons):

* CIS -> Soldier Class -> Minigun

Art (Vehicles):

* AT-TE
* HTT
* TIE Bomber
* T-47 Snowspeeder

Narration:

* 1st draft of Voice Script delivered
	+ Changes to Story and further in-game dialogue

Technical (Rendering):

* Window-in-window technology
	+ Talking head picture-in-picture, also demonstrated in Bespin Story Star Destroyer destruction

Technical (General):

* Build running on PS3 debug kit
	+ Lobby; a list of players in the frontend
	+ Friends; invited & joins working
	+ Statistics; integrated into leaderboards
	+ Leaderboards; leaderboard of number of kills
	+ Account Management; done by blades on 360, no visible change
* Build running from X360 disc

Production:

* Deliver Xbox 360 Builds
* Deliver PS3 Builds

## Milestone 18 - Monday, 22ⁿᵈ October 2007

Summary:

* Frontend Feature Complete
* Xbox Live Voice Online
* 1st Challenge (Phase 1)

Content Detail:

* Tatooine Training Ground - Phase 2
* Challenge 1 - Phase 1
* Frontend feature complete
* 2nd Draft of Voice Script
* Saving and loading menus

Game Design (Multiplayer):

* Yavin 4 Phase 2 - Conquest

Game Design (Story):

* Tatooine Training Ground Phase 2 Preview
* Endor Phase 2

Game Design (Challenges):

* Challenge 1 - Phase 0
* Challenge 1 - Phase 1

Gameplay Features (Miscellaneous):

* Frontend feature complete for evaluation
* Hero ships
	+ demonstrated with Millennium Falcon
* Secondary weapons
	+ Spider shock mine + Anti-infantry
* Tracked vehicles
	+ demonstrated on Snail Tank
* Split-screen play works in all Instant Action gamemodes
* Session Unlock content
	+ Tier 4

Art (Characters):

* Soldier Models - Rebel Soldier (Hoth)
* Cutscene models - X1 (Act 2)
* Cutscene models - X2 (Act 2)
* Cutscene models - Falon Grey (Act 2)
* Cutscene models - Shara
* Cutscene models - Jedi Master Kota (revisit)
* Cutscene models - X2 (Act 1) Head + Body
* Cutscene models - Master Ferroda

Art (Planet Levels):

* Kashyyyk - Phase 1

Art (Frigates):

* Banking Clan Communications Frigate (Munificient-class) - Phase 2

Art (Weapons):

* Rebellion -> Soldier Class -> Minigun
* Chewbacca
* Empire -> Soldier Class -> Sonic Charge Launcher

Art (Vehicles):

* Spider Droid
* Rebellion Medium Transport (GR-75)
* SPHA-T (walking artillery)

Narration:

* 2nd draft of Voice Script
	+ Changes to Story and further in-game dialogue) delivered

Technical (General):

* Xbox Live Voice online features integrated
* Saving and loading menus
	+ UI, Memory Card and Hard Disk

Production:

* Deliver Xbox 360 Builds
* Deliver PS3 Builds

## Milestone 19 - Monday, 19ᵗʰ November 2007

Summary:

* Multiple Challenges to Phase 1
* Scene 2 delivered with lip-sync
* Final Draft Voice script

Content Detail:

* Full build running from Xbox 360 Disc
* Challenges 2-4 - Phase 1
* Challenge 1 - Phase 2
* Frigate destruction improvements
* Loading time improvements

Game Design (Multiplayer):

* Dathomir Phase 1
* Endor Phase 2 - Assault

Game Design (Story):

* Dantooine Phase 1
* Kashyyyk Phase 1
* Tatooine Training Ground Phase 2

Game Design (Challenges):

* Challenge 1 - Phase 2
* Challenge 2 - Phase 0
* Challenge 2 - Phase 1
* Challenge 3 - Phase 0
* Challenge 3 - Phase 1
* Challenge 4 - Phase 0
* Challenge 4 - Phase 1

Gameplay Features (Miscellaneous):

* Secondary Weapons: Cloaking Device
	+ There will be a refraction effect on the character or 1st person gun, visible to the player and those viewing the player.
* AT-AT Barge delivering AT-AT into battle
	+ AT-AT’s emerge from the barge
	+ The intention is that heavy damage would have to be inflicted, mainly by ion cannons.
	+ There are no animations associated with the barge.
* Tauntaun in-game
	+ Fully functioning as a vehicle
	+ It can be killed. It has a death animation, not ragdoll.
* Droid Starfighter landing
	+ It is similar to the landing animation seen in Battlefront 2.
* Class attributes in-game
* Dust trails in space in game
	+ These are “dust motes” in space that give a sense of speed and movement.
* Grenade trails in-game
* Health and Ammo droids animated
	+ Idle and repair animations
* Grenade explosions & behaviours
	+ Sonic Charge grenades with appropriate physics. The behaviour of these are closer to a force repulse than a normal grenade.
	+ Concussion grenades. It's behaviour is closer to a force stun.
* Doors
	+ On Tatooine, networked, client-side.
* Spoiled Wookie & Spoiled Stormtrooper behaviour in-game
	+ On Kashyyyk
* Frigate destruction improvements
	+ - Exterior & interior. Better particle effects.

Art (Characters):

* Han Solo
* Militiamen of Dantooine
	+ including variations
* Cutscene Model - X1 (Act 3)
* Cutscene Model - X2 (Act 3)
* Cutscene Model - Jedi Master Kota (blind)
* Cutscene Model - Leia (Post-Episode VI)
* Cutscene Model - Luke Skywalker (Ep.VI)
* Chewbacca Revisit
* Yoda Revisit

Art (Planet Levels):

* Tatooine - Phase 3 Preview
	+ Re. Transition between VBF layers, expect Minor improvements, as opposed to anything major
	+ Blaster VFX will be made shorter and fatter
	+ Unlikely to include improvements to ion cannon orbital cannon VFX?
	+ AI provides immersive and focused combat experience on all layers of the VBF
* Dathomir - Phase 1
* Old Imperial Shipyard - Phase 1
* Droid Control Ship - Phase 2
	+ both interior and exterior
* Death Star 2 (End of Endor) - Phase 2
* Rebel Cruiser (Mon Calamari)
	+ fully modelled exterior only (no interior due)

Art (Frigates):

* Nebulon B
	+ both interior and exterior

Art (Weapons):

* Empire -> Soldier Class -> Mini-gun
* Empire -> Melee Class -> Force Pike
* Sith Witch Lightsaber
* Jedi Master Kota Lightsaber
* X1 Lightsaber
* X2 Lightsaber
* Falon Grey Lightsaber
* Master Ferroda Lightsaber
* Empire -> Heavy Weapons Class -> Blast Cannon (Shotgun)

Art (Vehicles):

* Theta AT-AT Barge

Art (Animations):

* MS19 Traversals (Walk, Run, Idle, Crouch, Crouch+Walk, Roll and Jump)
	+ Spoiled Wookiee Clone (walk + run only)
	+ Spoiled Stormtrooper Clone (walk + run only)
	+ Magnaguard (no prone)
	+ Ewok
	+ Yoda (no prone)
	+ General Grievous (no prone)
	+ Super Battledroid
	+ Gungan
	+ Wookiee
* Republic Weapons
	+ all 3rd-person
* Rebellion Weapons
	+ all 3rd-person
* Special Vehicles
	+ T-47 Snowspeeder. Animation only. (However, it is the case that the T-47 cannot go into space)
* Scout Fighters
	+ Republic Starfighter.
		- wings opening/closing
* Normal Hit Reacts (Projectile only on Player and AI)
	+ Spoiled Wookiee Clone (walk + run only)
	+ Spoiled Stormtrooper Clone (walk + run only)
	+ Clone Trooper
	+ Magnaguard
	+ Ewok
	+ Droideka
	+ Battle Droid
	+ Gungan
* Tauntaun in-game
	+ Run, walk, turn, idle, die. Rider will be in fixed pose initially.
		- Stretch Goal for this MS for mount / dismount animation for the player character?
* Krayt Dragon in-game
	+ Attack, close range, tail attack, hit react, stun react, death

Narration:

* Final Draft Voice script delivered
	+ Changes to Story and further in-game dialogue
* Scene 2 delivered with lip-sync

Technical (General):

* Build running from X360 disc
	+ full build
* Build running on PS3 debug kit
	+ Running on Blu-Ray
	+ Most levels fitting
* Loading time improvements
	+ It will be packed on disk so will be faster.
	+ Further improvements to follow in MS20.

Production:

* Deliver Xbox 360 Builds
* Deliver PS3 Builds
* Voice Recording (and delivery to FRD)
	+ by LucasArts

## Milestone 20 - Monday, 17ᵗʰ December 2007

Summary:

* Battlefront Basics
* Play through story mode from beginning to end
* PAL + NTSC Builds Delivered
* All cutscenes in where appropriate

Content Detail:

* Frontend - Approved concept screen in Flash
* Challenges 5-8 - Phase 1
* Challenge 2-4 - Phase 2
* All Online Matchmaking features functioning on PS3
* XLSP functionality
* Focus on Battlefront Basics

Game Design (Multiplayer):

* Kashyyyk Phase 1
* Tatooine Phase 3 – Conquest
* Tatooine Phase 3 – Assault
* Tatooine Phase 3 - Heroes vs. Villains
* Tatooine Phase 3 – Hunt
* Kashyyyk Phase 2 – Conquest
* Kashyyyk Phase 2 – Hunt
* Bespin Phase 2 – Hunt

Game Design (Story):

* Coruscant Phase 3
* Bespin Phase 3
* Hoth Phase 3
* Yavin 4 Phase 2
* Dathomir Phase 1
* Kashyyyk Phase 2

Game Design (Challenges):

* Challenge 2 - Phase 2
* Challenge 3 - Phase 2
* Challenge 4 - Phase 2
* Challenge 5 - Phase 0
* Challenge 5 - Phase 1
* Challenge 6 - Phase 0
* Challenge 6 - Phase 1
* Challenge 7 - Phase 0
* Challenge 7 - Phase 1
* Challenge 8 - Phase 0
* Challenge 8 - Phase 1

Game Design (Miscellaneous):

* Can play through story mode from beginning to end
	+ As some levels are yet to be setup, some areas may have placeholder objectives. Some crashes will likely occur, but play through will be possible, but not necessarily in one session.
	+ The latest objectives from FRD's Objective Document will come in at Story Phase 3 for associated levels.
	+ Missions won't end on the current conquest score screen.

Gameplay Features (Battlefront Basics - Balancing / tuning / improvements):

* Controls
	+ Player; Character movement and physics improved
	+ Vehicle (Ground vehicle controls and Space vehicle controls - lockon, special moves)
	+ Revision of controls
	+ The sticky auto-lock will be fixed.
	+ Revision of controls will be a default that we all agree on.
	+ No separate alternative control schemes will be included
* Attributes / Handling (including health)
	+ Character Classes
	+ Infantry will use BF2 auto-aim handling
	+ Vehicles
	+ Clone Hover Tank as test case
		- More responsive, collision less bouncy
		- It will be have as expected, and consistantly
* Cameras
	+ Characters; Separate camera for melee
	+ Shaky-cam
	+ Blends between cameras improved
	+ Vehicles; Better positions
	+ Remote Guns
* Signposting (including VBF and minimap)
	+ Conquest
	+ Story
	+ Capital Ship health on HUD
	+ Objectives on mini-map
	+ Objectives direction indicator
	+ PiP will be included in Conquest, as will Capital Ship Health on HUD
	+ Objectives on the mini-map and direction markers will improve signposting in campaign.
* Weapons / Fire Rates
	+ We will make sure that weapons and fire rates are correct for all characters and vehicles.

Gameplay Features (Battlefront Basics - Combat Density):

* Improved player centricity on ground, space, and capital ship
	+ Improved teleportation
	+ Less obvious to player
	+ When player is in a frigate, spawning of AI in space in gunships, bombers and starfighters.
* Enemy gunships should attack infantry units around player
* Capital ships should bombard ground near player
	+ Priority is vehicles, then groups, then single AI
	+ There will be improved impact FX
	+ AI won't always hit.
* AI should use turrets against appropriate targets
	+ New anti-vehicle turrets
* Capital ships should fire on each other and enemy starfighters
	+ Health of Capital Ships will be bumped up
	+ They are currently still shooting into empty space. We're looking into this.
* Bombers attacking capital ships
* Starfighters should engage bombers and dogfight each other
	+ Exact priority to be discussed
	+ Probably not as rigid as "Priority should be defending starfighters engage bombers first - then enemy starfighters and attacking starfighters will go after enemy starfighters first - then any enemy bombers."
* Enemy gunships should land and assault player's capital ship
	+ Turrets on gunships will fire regardless of whether they are physically manned.

Gameplay Features (Battlefront Basics - AI):

* Attack state tweaked, less fidgety
	+ Less changing of guns
	+ Grenade dives less effective
	+ Less rolling

Gameplay Features (Battlefront Basics - Miscellaneous):

* Information presented during gameplay should be clear and legible
	+ Tidying up HUD messages and prompts
	+ This is not a new HUD, the button prompts will be made neater and messages won't overlap.
* Spawn screen, including how VBF map will work
	+ Concepts in discussion
* Player collisions improved
	+ 1st iteration of new system for binding animation and physics
	+ Movement around the world should be less problematic and the animation should be smoother.
* Camera collisions improved
	+ Use sphere test to make sure that camera doesn't lose sight of target

Gameplay Features (Miscellaneous):

* Spawn menus 2nd pass
	+ Flash deliveries of UI and spawn menus agreed
* Session Unlock content
	+ Tier 5
* Vehicle lock-ons implemented
	+ If player holds the crosshair over a vehicle when they have a rocket launcher, they can lock-on to fire a homing missile.
* Anti-vehicle turret, all versions
* Objective HUD behaviour
	+ Objectives markers showing up in the HUD
* Concussion missiles
* Energy Torpedoes
	+ Droid Starfighter using these direct-fire, non-homing missiles and they will have differentiating GFX
* Vehicle Weapons implemented – correct art and functionality
	+ Blasters and Lasers
	+ Homing missiles with lock-on (can be broken with special moves)
	+ Bombs
	+ Heat-seeking missiles
	+ The inclusion of homing vs. heatseaking missile is TBD.
	+ No bomb AFX currently planned.

Art (Characters):

* New Republic Soldier (Alt. Rebel)
* Luke Skywalker (Pilot)
* Humanoid Creature - Kaminoan
* Wedge
* Dathomir Rebel #1
* Dathomir Rebel #2
* Tortured Imperial Officer
* Ryder (Zev)
* Villains - Durge

Art (Planet Levels):

* Tatooine - Phase 3
* Hoth - Phase 2
* Hoth - Splitscreen VBF version
* Cato Neimoidia - Phase 2
* Cato Neimoidia - Splitscreen VBF version
* Bespin - Phase 2
* Bespin - Splitscreen VBF version
* Republic Cruiser (Venator-Class)
	+ exterior-only
	+ will be placed in Coruscant
	+ damage effects if destroyed to be investigated
* Desolation Station / Death Star Construction - Phase 2
* Death Star 2 (End of Endor) - Phase 2

Art (Frigates):

* Republic Frigate - Acclamator II - Phase 2
	+ will be placed in Coruscant
* Interdictor (Imperial Medium Ship) – Phase 2

Art (Weapons):

* Empire -> Support Class -> Arc Cutter
* Empire -> Sniper Class -> Modified BlasTech E-11s Sniper Rifle
* Empire -> Heavy Weapons Class -> MiniMag PTL Rocket Launcher
* Empire -> Support Class -> BlasTech SE-14r Blaster Pistol
* Dantooine Militiaman Rifle

Art (Vehicles):

* MTT
* ARC-170
	+ will be playable in Coruscant
* Generic Anti-Vehicle

Art (Animations):

* MS20 Traversals
	+ Durge
	+ IG-88
		- For these and previously included characters, they will all be migrating to the new blending system, but no new animations will be added.
* Multi-Purpose Fighters
	+ X-Wing
	+ V-Wing
* Rancor in-game
	+ in Dathomir and Anim Test Room

Narration:

* All cutscenes in where appropriate
	+ All levels w/ Phase 2 set-up will have their non lip-synced cutscenes.

Audio:

* Tatooine Planet Ambient (All Planet, Frigate and Capital Ship)
* MS18 Traversals
	+ Clone Trooper / Male Humanoid
	+ Battle Droid
* All Republic Weapons (Melee weapons to accompany anims)
* Normal Hit Reacts Delivery 1
	+ Clone Trooper
	+ Battle Droid
		- NOTE: For each shot landed, there will be the appropriate body material impact sound ocasionally accompanied by vocal effects.
* Tauntaun
* Krayt Dragon
* Rancor
* Anti-vehicle turrets
* Frigate destruction
* Medium Attack Vehicles Delivery 1
	+ AAT
	+ Hailfire Droid
* Scout Fighters Delivery 1
	+ Republic Starfighter
* Scout Vehicles/Bikes Delivery 1
	+ AT-RT
* Secondary Weapons - Cloaking Device

Technical (General):

* Balancing tools
	+ Same as the QA tool in the PC Match analysis tool
* Automated Load Test
	+ This allows us to quickly check whether a build loads without manually having to run every level. For internal purposes only at this stage.

Production:

* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 21 - Monday, 21ˢᵗ January 2008

Summary:

* Network Test
* Galactic Conquest - All scenarios set up
* PS3 debug build running at 20fps or better
* Investigation of Rim Lighting complete

Content Detail:

* All challenges to at least Phase 1
* Turrets on all vehicles
* Multiplayer Online - Capacity for 49 AI-controlled. Uncapped max players.
* Galactic Conquest Phase 2 Multiplayer
* Dedicated, standalone WinOS server
* Dedicated Linux-based server

Game Design (Multiplayer):

* Dantooine - Phase 1

Game Design (Story):

* Tatooine - Phase 3
* Desolation Station / Death Star Construction - Phase 3
* Dantooine - Phase 2
* Dathomir - Phase 2
* Endor - Phase 3
* Yavin 4 - Phase 3
* Kashyyyk - Phase 3
* Cato Neimoidia - Phase 3
* Mustafar - Phase 3

Game Design (Challenges):

* Challenge 5 - The Kessel Run - Phase 2
* Challenge 6 - Infantry Survival School – Phase 2
* Challenge 7 - Han Solo Covering Fire – Phase 2
* Challenge 8 - Anakin Starfighter – Phase 2
* Challenge 9 - MSE Droid Racing – Phase 0
* Challenge 9 - MSE Droid Racing – Phase 1
* Challenge 10 - Bounty Hunting – Phase 0
* Challenge 10 - Bounty Hunting – Phase 1
* Challenge 11 - AT-AT Fall Down – Phase 0
* Challenge 11 - AT-AT Fall Down – Phase 1
* Challenge 12 - Rebel Marksman – Phase 0
* Challenge 12 - Rebel Marksman – Phase 1

Game Design (Miscellaneous):

* Trailer setup to ensure AI have best chance of being in front of the player
	+ Wanted for the trailer

Gameplay Features:

* Turrets on all vehicles
	+ Stretch for Droid Gunship, Clone Hover Tank, AAC-1, IFT-T, MTT, AT-TE, HTT, AT-AT, ARC-170, Imperial Shuttle
	+ ARC-170, although a 3 person ship, is a bomber and all other bombers are operating as single occupancy.
	+ Turrets with approriate audio/visual effects
	+ Multi-person setup where appropriate
	+ This will include tracers, explosion FX and possibly muzzle flash
* Anti-starfighter turrets
	+ Generic version & Cato Nemoidian version
	+ Player and AI controlled
* Battlefront Basics - Controls
	+ Jedi (this will include lightsaber attacks, defense, and force powers)
* Battlefront Basics - Others
	+ Accessibility (we can manage this with flash mockups/static screens)
	+ Tutorial (same as December MS - still under revisit.)
	+ AI (still under revisit from December MS)
	+ Combat Density (still under revisit from December MS)
	+ Melee/Jedi combat
	+ Flying combat
	+ Overall VBF execution (Nothing specific being done in this MS)
	+ Gamemodes (Nothing specific being done in this MS)

Gameplay Features (Miscellaneous):

* Galactic Conquest Bonuses implemented
	+ Exact content to be agreed in a Design Call
* Galactic Conquest Phase 2 Multiplayer
	+ Splitscreen, Co-op & Competitive
	+ Able to play through GC from start to finish per design
* Galactic Conquest
	+ All scenarios setup, including all win/lose conditions attached to each scenario
* Camera / Animation smooth when transitioning into hangars
	+ Wanted for the trailer

Art (Characters):

* Heroes - Padme (Episode II)
* Humanoid Creatures - Tusken Raider
* Derivatives - Luke Skywalker (Stormtrooper)
* Derivatives - Han Solo (Stormtrooper)
* Old Obi-Wan Revisit

Art (Planet Level):

* Dantoine - Phase 2
* Dantoine - Splitscreen VBF version
* Endor - Phase 2
* Endor - Splitscreen VBF version
* Bespin - Phase 3
* Coruscant - Phase 3
* Mustafar - Splitscreen VBF version

Art (Weapons):

* Jawas
* Princess Leia (Ep.IV)
* Anakin (Ep. 3) Lightsaber
* Yoda Lightsaber
* Obi-Wan Kenobi Lightsaber
* Mace Windu Lightsaber
* Aayla Secura Lightsaber
* Darth Vader Lightsaber
* Darth Sidious / Emperor Lightsaber
* Asajj Ventress Lightsaber
* Luke Skywalker Lightsaber

Art (Vehicles):

* Generic Anti-Air Turret

Art (Animations):

* MS21 Traversals
	+ Lance Trooper (Walk, Run, Idle, Crouch, Crouch+Walk, Roll and Jump)
* Republic Weapons
	+ All 1st-person (No specific animations, but will zoom in.)
* Rebellion Weapons
	+ All 1st-person (No specific animations, but will zoom in.)
* Imperial Weapons
	+ All 1st-person and 3rd-person (No specific animations for 1st-person, but will zoom in.)
* CIS Weapons
	+ All 3rd-person
* Scout Vehicles/Bikes
	+ Sith Speeder
	+ AT-RT
* Bombers
	+ ARC-170
	+ Confederacy Strike Bomber
* Melee Hit Reacts
	+ Clone Trooper
	+ Spoiled Stormtrooper Clone
	+ Spoiled Wookie Clone
	+ Magnaguard
	+ Ewok
	+ Droideka
	+ Battle Droid
	+ Gungan
	+ Super Battle Droid

Art (Miscellaneous):

* Improved Starfighter explosion effects
	+ Wanted for the trailer
	+ Interim feedback will be requested

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* Coruscant Planet Ambient
	+ external\_flybys - this is a subtle loop of hovercar flybys in the distant that we can probably play all through the level
	+ fire\_crackleswithsteam - smoke and fire for debris
	+ fire\_metallic - smoke and fire from crashed laats
	+ neonsign\_holobuzz - for neon scrollers
	+ neonsign\_buzzy - for neon building signs
	+ neonsign\_stutter - as above
* Bespin Planet Ambient
	+ carbonfreezingroom
	+ corridors (all white corridors)
	+ courtyard (sheltered external area)
	+ landing\_platform (all extrernal landing platforms)
	+ lighttunnel (cylindrical tunnel of light between machine room and carbon freezing chamber)
	+ metalroom (industrial looking room with conveyor belt)
	+ reactorroom (large open room with walkways and two large reactors)
* Mustafar Planet Ambient
	+ clonechamber - distant lava and wind
	+ crashed\_destroyer - fizzing computer and clanks for the crashed star destroyer section
	+ external - heavy lava rumble for all external areas
	+ pipeandlava - ambience for entrace way to internal area
	+ electrostorm\_cloningroom - large electro shield at end of cloning room
	+ projector in controlroom
	+ lava
	+ lava\_pipe - for any thick pipe that lava travels through
	+ shoresplash - triggerable sound of spalshing lava to add to lava flow noise
* Hoth Planet Ambient
	+ cave - sheltered wind noise and room tone for cave and any other reverbant semi-external areas
	+ controlroom - echo base control room
	+ corridors - echo base corridors
	+ hangar - echo base hangar
	+ snowscape\_light, snowscape\_medium, snowscape\_heavy - 3 levels of external wind and snow, covering areas at different height and distance from base
* Desolation Station / Death Star Construction Ambient
	+ gentle\_electro\_hum - this is a low level ambience to be used throughout the top level room areas
	+ hamstertunnel - low level ambience for connecting tunnel areas
	+ bigdrill - grinding drill pad for start of drilling sector
	+ conveyorbelt
	+ firstroom generators - the large cyclindrical generators in the first room after the landing area
	+ mediumgenerator
	+ cavewithdrills - Wookiee detention area
	+ hangar
	+ tunnel\_drill2cave - ambience with distant drills for sloping tunnel area to the cave section
* Endor Planet Ambient
	+ basecorridor - beginning of bunker area
	+ ewokvillage - wind and swinging rope bridge noises
	+ forest
	+ airconunit - pad for beginning of bunker
	+ deathstar\_shield - pad for large shield dish (to be heard when flying over)
	+ interal console beeps for bunker
	+ electric snap for power coils (in sequence) in bunker
* Yavin 4 Planet Ambient
* Kashyyyk Planet Ambient
	+ main\_chamber - distant water, wind etc for main chamber through waterfall
	+ nightforest - cicadas, distant waves etc
	+ smallhuts\_int - sheltered wind 7 forest noises for small tree huts
	+ insects for small range focused areas to give the ambience interest
	+ landing\_radio - comms sounds for device on landing pad
	+ streams
	+ waterfall\_heavy
* Cato Neimoidia Planet Ambient
	+ control\_room - slightly alien sounding console ambience for control room
	+ ext - slow strained metal creaks with wind and wind chimes
	+ gallery - atmospheric ambience for high roofed gallery area
	+ gunray\_entrance - gentle ambience for gunray's palace
	+ gunray\_mainroom - heavier temple style ambience
	+ waterfeature
	+ windytree - localized rustling tree sound
* MS19 Traversals
	+ Spoiled Wookie Clone
	+ Spoiled Stormtrooper Clone
	+ Magnaguard
	+ Ewok
	+ Yoda
	+ General Grievous
	+ Super Battledroid
	+ Gungan
	+ Wookiee
* MS20 Traversals
	+ Durge
	+ IG-88
* MS21 Traversals
	+ Lance Trooper
	+ Darth Maul
* All Imperial Weapons
	+ Melee weapons to accompany animations
* All Rebellion Weapons
	+ Melee weapons to accompany animations
* All CIS Weapons
	+ Melee weapons to accompany animations
* Anti-Starfighter turrets
* Scout Vehicles/Bikes Delivery 2
	+ STAP
	+ Speeder Bike
	+ BARC Speeder
	+ Sith Speeder
* Bombers
	+ ARC 170
	+ Confederacy Strike Bomber
	+ Y-Wing
	+ TIE Bomber
* Hero Vehicles
	+ Sith Infiltrator
	+ Millennium Falcon
	+ Jedi Starfighter
	+ Slave I
* Jawa Chatter
* Tusken Raider Chatter
* Turrets on all vehicles
* Medium Attack Vehicles
* Scout Fighters Delivery 2
	+ IFT-T
	+ Snail Tank
	+ AAC-1
* Multi-Purpose Fighters Delivery 2
	+ Droid Starfighter
	+ X-Wing
	+ TIE Fighter
	+ V-Wing
* Normal Hit Reacts Delivery 2
	+ Spoiled Stormtrooper Clone
	+ Spoiled Wookiee Clone
	+ Magnaguard
	+ Ewok
	+ Droideka
	+ Super Battle Droid
	+ Gungan
* Melee Hit Reacts
	+ Spoiled Stormtrooper Clone
	+ Spoiled Stormtrooper Clone
	+ Clone Trooper
	+ Magnaguard
	+ Ewok
	+ Droideka
	+ Battle Droid
	+ Gungan
	+ Super Battledroid

Technical Design (Rendering):

* Investigation of Rim Lighting Complete

Technical Design (General):

* XLSP functionality
	+ Pending Microsoft Playing Ball
	+ We are not delivering an Xbox 360 dedicated server, but we will be hosting one behind XLSP for Lucasarts to test with
* Network Test
	+ Capacity for 50 human players per game (not verified at FRD)
	+ AI used to fill available slots
	+ Able to be run in Performance Modes to cheapen Rendering, Simulate lag, packet loss, and other real world network conditions
	+ Using Gamespy this month
	+ Stretch for NAT support, but not guaranteed.
* Multiplayer Online
	+ Capacity for 49 AI-controlled. Uncapped max players.
* Dedicated, standalone WinOS server for PC, PS3 and 360
	+ Should run on any Win O/S, but has only been tested on XP and Vista
	+ Documentation to include:
		- Command line execution details - inc how to setup and admin the dedicated server
		- Limited Log output at the moment
	+ Online only, NOT 360 or PS3 LAN/System Link
	+ Only PS3 clients will be able to join PS3 dedicated servers. The same will apply for the other platforms.
	+ Stretch to host 2 Win and/or Linux servers on a single hardware instance?
* Dedicated Linux-based server for PC, PS3 and 360
	+ Has only been tested on Fedora Core Linux O/S
	+ Documentation to include:
		- Command line execution details - inc how to setup and admin the dedicated server
		- Limited Log output at the moment
	+ Online only, NOT 360 or PS3 LAN/System Link
	+ Only PS3 clients will be able to join PS3 dedicated servers. The same will apply for the other platforms.
	+ Stretch to host 2 Win and/or Linux servers on a single hardware instance?
* PS3 debug build running at 20fps or better
* Fly cam controllable by second joy-pad
	+ Wanted for the trailer
* Revolve 360' around player or props
	+ Wanted for the trailer

Technical Design (General):

* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 22 - Monday, 18ᵗʰ Feburary 2008

Summary:

* Ongoing Battlefront Basics Implementation

Content Detail:

* Improved Jedi Lock-on system
* Migrate Dev Team to PS3
* All Online Matchmaking features functioning on PS3

Game Design (Multiplayer):

* Cato Neimoidia Phase 3 - Conquest
* Mustafar Phase 3 – Conquest
* Hoth Phase 3 – Conquest
* Dantooine Phase 2 - Conquest
* Dathomir Phase 2 - Conquest

Gameplay Features:

* Anti-personnel turret
	+ All versions
* All rebel soldiers in game
* BF Basics - Collision Physics - Havok character collision controller
	+ Only applies to infantry, not vehicles
	+ Improved performance / improves collisions
* BF Basics - Run Behaviour (Velocities)
	+ The animation drives the movement, ensuring that everyone moves at the correct speed, including Jedi.
		- Strafe while sprinting turns the player slightly.
* BF Basics - Smooth Blending
	+ When characters move forwards the animations should not hitch or flick into the next state.
* BF Basics - Aiming - UBIKs (Corrections to Aim)
	+ The gun should aim at where the crosshair is currently aiming at.
	+ Fire animations should work for all main faction guns in third person
	+ Note - does not include secondary heroes, misc characters, etc.
* BF Basics - Shooting - Muzzle Flash
	+ Implemented for all Republic weapons that fire lasers
		- should work in both first and third person
* BF Basics - Lock-on - Turrets
	+ Pull the left trigger to acquire a target
		- Lock on indicator on selected target
	+ Turret speed should be increased.
	+ No special HUD
	+ Verify in Tatooine conquest on the frigate turrets
		- Both Republic and CIS
* BF Basics - Hover Physics - Collsions
	+ Clone Ηover Tank shouldn’t get stuck on smooth geometry
	+ Should be able to go up moderate slopes
		- Verify on the underpass in Coruscant
		- Should be more or less full speed when going up the slope
		- Should slide back slightly at full stop on a slope.
		- Pending turning
* BF Basics - Starfighter General - Special Manoeuvres
	+ Camera spring should be improved
	+ Total animation time reduced
	+ Manoeuvres tightened up in terms of radius
	+ Verify on the Republic Starfighter
		- All four maneuvers to be improved
* BF Basics - Jedi Melee - Lock-On System
	+ On the left trigger, same as with infantry.
	+ It’s a manual lock-on.
		- Eliminating auto-lock when near another melee unit.
		- Camera will be the normal melee camera, slightly further back.
		- Not a custom melee combat camera as in previous milestones.
	+ When you’re locked you’ll be guided towards the target
		- The right stick will execute attacks.
	+ Shouldn’t be able to lock-on through walls or other obstructions
		- Verify with Mace Windu or Count Dooku on Tatooine
* BF Basics - AI - Pilot AI - Starfighter Vehicle AI Behaviors
* Second iteration of what was down for the December milestone.
	+ Less AI movement across axes when targeted
	+ Starfighter strafing will be on scripted splines
	+ Verify on Tatooine Conquest
	+ Bombers will use scripted splines over capital ships
	+ Reduction in starfighter/capital ship collision
	+ Improved distribution of ship classes

Art (Characters):

* Desolation Station Slave Labour Campers
	+ 3 variants
* Soldier Models - Rebel Wookiee Warrior
* Soldier Models - Rebel Vanguard

Art (Planet Levels):

* Kashyyyk - Phase 2
* Kashyyyk - Splitscreen VBF version
* Death Star (Tributary Beam part) - Phase 2
* Old Imperial Shipyard - Phase 2
* Hoth - Phase 3
* Mustafar - Phase 3
* Yavin 4 - Phase 2
* Yavin 4 - Splitscreen VBF version
* CIS Cruiser - Phase 3

Art (Weapons):

* Tarfful
* A280 Blaster Rifle

Art (Vehicles):

* Combat Landspeeder
* AT-RT
* Generic Anti-Infantry Turret
* Rebel Dropship

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* Tatooine Training Ground Ambient
* Dantooine Planet Ambient
* Dathomir Planet Ambient
* Anti-personnel turret

Technical (General):

* Build running on PS3 debug kit
* Build running from X360 disc
* Dedicated Server UI & remote admin functionality
* All Online Matchmaking features functioning on PS3
	+ Dependant on middleware solution + ongoing discussions with Gamespy.

Production:

* Migrate Dev Team to PS3 (8 Man Days – 8 Devs)
	+ Building and running as the primary SKU
* Build System Changes
	+ Nightly build core functionality on all platforms.
	+ Asset Status Page Reword (including Distributed Remake)
	+ SVN commit testing on all platforms
		- CC Tray
		- All Platforms
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 23 - Monday, 17ᵗʰ March 2008

Summary:

* Battlefront Basics

Content Detail:

* Player Feedback - Identify Targets
* Flight Physics - Collisions
* Pilot AI - Gunship vehicle AI behaviors
* Starfighter General - Take off / landing
* Player Feedback - Hit Direction
* Soldier AI - AI Actions

Game Design (Multiplayer):

* Coruscant Phase 3 – Conquest
* Coruscant Phase 3 - Heroes vs. Villains
* Mustafar Phase 3 - Heroes vs. Villains
* Endor Phase 3 – Conquest
* Endor Phase 3 – Hunt
* Endor Phase 3 - Heroes vs. Villains

Gameplay Features:

* BF Basics - Collision Physics - Smooth Turning
	+ At the moment when you turn the animation hiccups – doesn’t have smooth turning when you’re looking around.
	+ Should see an improvement over the last milestone on X2.
	+ Currently when in 3rd-person, the upper half of the character's body hiccups when turning left or right constantly (worse in one direction).
* BF Basics - Animation Set - Traversal
	+ Run/Sprint cycles should be improved.
	+ This will be the result of new animations implemented, smoother execution.
* BF Basics - Animation Set - Rolling
	+ Blending in and out of rolling smoother
	+ New Camera implemented
	+ Gun won't disappear during Roll
	+ Player can't fire during Roll
	+ The camera will be slightly further away.
	+ The intention is simply to make it clear to the player that they are performing a roll.
	+ We are currently evaluating exactly how this will look.
* BF Basics - Animation Set - Jumps
	+ Character won't stop dead when landing
	+ Improved animations
	+ Gravity won't change prior to landing
	+ Gun won't disappear during Jump
	+ Player can't fire during jump
	+ Characters should share a similar jump animation.
	+ No difference bewteen short/long.
	+ We are currently investigating a roll at the end of falls.
* BF Basics - Aiming - Chambering
	+ When you’re not firing, the gun should lower down to the waist.
	+ After reload or weapons switch, position reverts to combat (unless running).
	+ Switching weapons much faster.
	+ Applies to all guns.
* BF Basics - Aiming - Auto-Aim
	+ When you strafe past an enemy it should turn you in slightly to face them.
	+ If the reticule is in the auto-aim range, the above movement will kick in.
* BF Basics - Shooting - Bullet effects
	+ Verify on Sniper Rifle and Disruptor Pistol
	+ Currently just visual effects on the beams.
* BF Basics - Shooting - Gun Animations 1st Person
	+ Hands synced exactly with gun.
	+ This will be final for all guns.
* BF Basics - Lock-on - Vehicle vs Vehicle
	+ Flying vs Flying
	+ Flying vs Ground (including Tanks + Turrets)
	+ Shouldn't match heading and speed (only applied to flying vs ground)
* BF Basics - Starfighter General - Special Manoeuvres
	+ Camera spring should be improved
	+ Total animation time reduced
	+ Manoeuvres tightened up in terms of radius
	+ Verify on the Republic Starfighter
		- All four maneuvers to be improved
* BF Basics - Jedi Melee - Lock-On System
	+ On the left trigger, same as with infantry.
	+ It’s a manual lock-on.
		- Eliminating auto-lock when near another melee unit.
		- Camera will be the normal melee camera, slightly further back.
		- Not a custom melee combat camera as in previous milestones.
	+ When you’re locked you’ll be guided towards the target
		- The right stick will execute attacks.
	+ Shouldn’t be able to lock-on through walls or other obstructions
		- Verify with Mace Windu or Count Dooku on Tatooine
* BF Basics - AI - Pilot AI - Starfighter Vehicle AI Behaviors
	+ Second iteration of what was down for the December milestone.
	+ Less AI movement across axes when targeted
	+ Starfighter strafing will be on scripted splines
	+ Verify on Tatooine Conquest
	+ Bombers will use scripted splines over capital ships
	+ Reduction in starfighter/capital ship collision
	+ Improved distribution of ship classes
* BF Basics - Camera - Run
	+ Separate camera for running.
	+ Smooth transition between change in states.
	+ Character should be more central on screen when running.
	+ Camera slightly pulled back.
* BF Basics - Camera - Sprint
	+ Separate camera for sprinting.
	+ Smooth transition between change in states.
	+ Full camera shake, change in FOV.
	+ Exact camera position is still be discussed.
* BF Basics - Hover Physics - Lower Hover Height
	+ In MS22, Clone Hover Tank was lower to the ground than previous milestones.
	+ Speederbikes will be improved for MS23.
* BF Basics - Flight Physics - Collisions
	+ When you hit a building, it should try to deflect you smoothly rather than bringing you to a complete stop as in previous milestones.
	+ Will try to preserve momentum.
	+ Verify on Republic Starfighter.
	+ Verify against the buildings on Coruscant ground.
		- Note: Slow head-on collisions should bring you to a stop.
	+ Damage is more consistent with speed and angle of vehicle upon impact.
	+ We are looking at adding SFX, but VFX are unlikely for MS23.
* BF Basics - Hover Physics - Speeder Bikes
	+ Quasi-Jetski handling implemented
	+ Further weighting added to vehicle
	+ Camera similar to current flying vehicles
	+ Covers only BARC and Imperial. Speeders will have cushion on collision.
	+ Hover improvements have been rolled out.
	+ It will take into consideration all of these factors to deliver handling similar to that of a Jetski (but obviously without the influence of waves).
* BF Basics - Starfighter General - Take off / landing
	+ Auto-landing should work for hangars and ground
	+ Prompts for landing and bail should appear on HUD
	+ Take off / landing much more immediate
	+ If landing is aborted due to geometry, player is bailed out and ship falls to ground.
	+ Player collisions with empty vehicles will not result in damage.
	+ Take-off has noise and weighting
	+ Should not play landing animation unless about to land
	+ Verified on Tatooine ground layer, with the Republic Starfighter.
	+ Noise refers to the subtle wavering of the ship between take-off and flying.
* BF Basics - Flight Physics - Turning Radius When Braking
	+ Should be tighter than previous milestones
	+ Verify on Republic Starfighter
	+ Use previous milestone for comparison.
	+ Verify on Republic Starfighter/Tatooine
* BF Basics - Flight Physics - Lock on warning / missile evasion
	+ HUD readout warning player
	+ Ability to use special manoeuvres to avoid being hit
	+ There will be both a window of opportunity and a lock-on indicator to alter the player.
		- NOTE: Lock-on indicator not present in this build.
* BF Basics - Jedi Melee - Animation Blending
	+ Can interupt moves once damage has been inflicted to start a new move
	+ This won't be using final jedi animations.
	+ This won't be very smooth in the interst fo playability.
	+ Verfiy on Mace Windu.
* BF Basics - Melee vs Melee
	+ Spin Attack
	+ Collision Tests - Damage is inflicted if swip hits enemy
	+ Verify using Mace Windu and Count Dooku.
	+ Saber lock is in the game in will work as before.
* BF Basics - Controls (Starts After Jedi Lock-On) - Base Control Scheme
	+ Mappings for consistent controls for infantry, Jedi, ground vehicles, starfighters
	+ Feedback from LEC on current controls appreciated ASAP
	+ Goal to finalize the scheme in Feburary
	+ Includes
		- Special maneuvers
		- Roll
		- New Lock-On
	+ Can be verified on any unit in the game.
	+ Includes PC control mapping
	+ Does not include Wii
* BF Basics - Player Feedback - Identify Targets
	+ Any lock-on should result in target health bar being displayed.
	+ Heroes to have correct names displayed
	+ Health bar for targets shouldn’t appear for normal characters unless locked-on, just primary and secondary heroes, vehicles and turrets. Shouldn’t appear in story for heroes either (unless boss battle?).
	+ Health bar should be thinned out so height is only a few pixels. Should be able to tell what % of health currently showing, need the rest of the (used) bar to be darkened/shadowed.
	+ Only show the health bar and name of a frigate when reticule is over it. Should also show the faction icon.
	+ Rank should be shown for characters, along with name (in red/blue depending on whether ally/enemy) and these should be centered higher over characters heads. Currently obscure target.
	+ When player makes a kill, or is killed, text should show “You killed xxxx” or “Killed by xxxx” below crosshair.
	+ When missile is locked onto player, should show INCOMING 500m below crosshair.
	+ Only highlight closest 6 or 7 space targets that are the most important. Importance is decided by allegiance and distance. If out of range of weapons, don’t show target.
	+ Intensify ships vapour trails, longer and more opaque the further away (may need to LOD the number of points at distance though). More coloured at a distance, using red/blue to indicate allegiance.
		- Note: "Health bar for targets shouldn’t appear for normal characters unless locked-on" has been changed. It now does appear as this looks better.
		- Note 2: "Rank should be shown for characters" has been removed as discussed.
* BF Basics - Player Feedback - Hit Direction
	+ Use hit direction indicator on circle around screen, staying on for a second, but rotating with character so player can turn to face his attacker.
	+ Should happen for infantry, vehicles and turrets.
* BF Basics - Player Feedback - Health Feedback
	+ Use filters instead of health bar
	+ Damage should be red
	+ Overhealth should be additive blue/green colour.
	+ When injured, filter flashes quickly.
	+ Vehicle damage uses existing mechanism, with ship icon filling up and flashing, and particles from vehicle.
	+ When playing as a Jedi and low on energy, use similar filters to infantry but greyscale instead of red to indicate drained energy, and a different colour when energy is replenished.
		- Note: "Use filters instead of health bar" changed to use both as that seems to be working better. Useful during transition to non health bar option.
* BF Basics - AI - Soldier AI - AI Actions - Initial Implementation (Moving)
	+ Improved pathfinding
	+ Obstacle avoidance
	+ Tatooine will demonstrate formation, squad combat and AI objectives.
* BF Basics - AI - Soldier AI - AI Actions - Initial Implementation (Firing)
	+ Improved combat State
* BF Basics - AI - Soldier AI - AI Actions - Pre-canned animation sequences
	+ To be demonstrated on Tatooine Story w/ X1 at the start.
	+ X1 will be gesturing to the player where to go.
	+ These will play automatically at the start of the level.
* BF Basics - AI - Soldier AI - AI Objectives
	+ Initial implementation (buffer for porting previous squad objectives)
	+ Centralising objectives on AI side
	+ This will be demonstrated on Tatooine with ally squad attacking/defending certain points.
* BF Basics - AI - Pilot AI - General
	+ AI-controlled ships to use special manoeuvres to avoid missiles
	+ Chasing AI will also give player a chance to retaliate after a certain amount of time.
	+ We will be testing a number of different executions and will relay the exact deliverable at a later date.
		- Note: "AI-controlled ships to use special manoeuvres to avoid missiles" only works with homing missiles. It would be preferable to keep it this way and we need to discuss this.
* BF Basics - AI - Pilot AI - Bomber Vehicle AI Behavior
	+ **This has been delivered in MS22**
	+ Should come at the capital ships from different angles rather than always following the same line across the frigate's length
	+ Particle effect for bombs should be visible
	+ Should bomb targets on the ground
	+ On scripted splines
	+ Verify by following an ARC-170 or Strike Bomber on Tatooine Conquest
	+ Avoid using AI cam to verify, as player centricity may influence behavior.
* BF Basics - AI - Pilot AI - Gunship AI behaviors
	+ Laying down fire in target areas rather than safe zones.
	+ Will exhibit less random fire and more noticeably concentrate on the player.
* General Gameplay - Turrets - General
	+ Movement need inertia
	+ Turrets should have correct movement limits.
	+ Turrets types will have different inertia.
	+ Movement limits will be set to ensure no intersecting with geometry, as well as taking into consideration turret type.
* General Gameplay - Turrets - Camera
	+ Camera's look direction attempts to remain constant even when parent vehicle is rotating.
	+ To be verified on LAAT Gunship on Cato.
* General Gameplay - Turrets - Recoil Animation
	+ Turrets should have recoil or spin on the barrel where appropriate.
	+ To be verified on Munificient Frigate turrets
* General Gameplay - Instant Action - Player Stats

Art (Characters):

* Imperial Remnant (Alt. Stormtrooper)
	+ 3 variants
* Boba Fett
* Asajj Ventress
* Ugnaught

Art (Planet Levels):

* Dathomir - Phase 2
* Dathomir - Splitscreen VBF version
* Star Destroyer - Phase 3
* Desolation Station / Death Star Construction - Phase 3
* Death Star 2 (End of Endor) - Phase 3
* Droid Control Ship - Phase 3

Art (Vehicles):

* IFT-T (derived from IFT-X)
* T5-B

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* Tatooine Training Ground Ambient
* Dantooine Planet Ambient
* Dathomir Planet Ambient
* Anti-personnel turret

Technical (General):

* Build running on PS3 debug kit
* Build running from X360 disc
* Dedicated Server UI & remote admin functionality
* All Online Matchmaking features functioning on PS3
	+ Dependant on middleware solution + ongoing discussions with Gamespy.

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 24 - Monday, 21ˢᵗ April 2008

Summary:

* Bug Crunch
* First Delivery of Level Art Phase 4

Content Detail:

* BF Basics - Starfighter General - Flight Physics - Lock on warning
* BF Basics - Jedi Melee - Melee vs Melee – Jump attack
* BF Basics - Soldier AI - AI Actions - Cover
* BF Basics - Soldier AI - AI Actions - Breaking AI patterns into states
* General Gameplay – Spawn Screen

Game Design (Multiplayer):

* Bespin Phase 3 – Conquest
	+ 25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters we will support.
	+ All setups will be delivered equally to Phase 3 standard.
* Bespin Phase 3 - Hunt
	+ We will implement Ugnaughts and weapons functionality as per the game design.
* Bespin Phase 3 - Heroes vs. Villains
	+ We are aiming to get all 29 characters in, but not with all final behaviours.
* Yavin 4 Phase 3 – Conquest
	+ Will include currently agreed hero allocation
* Desolation Station / Death Star Construction Phase 3 – Conquest
* Dantooine Phase 3 – Conquest
* Dathomir Phase 3 – Conquest
* Kashyyyk Phase 3 – Conquest
* Dantooine Phase 3 – Hunt
	+ Gungan Booma and Disruptor Pistol will be implemented.

Gameplay Features (PC-only):

* BF Basics - Shooting - PC Vibration
	+ When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
	+ When Jedi hit/swipe
	+ Slight vibe when sprinting or boosting in a vehicle
	+ 1st-pass implementation, tweaked upon feedback.
* BF Basics - Starfighter General - Flight Physics - Lock on warning
	+ Lock-on indicator will be present as shown in mock-ups
	+ We are turning all heat-seaking missiles into homing missiles for simplicity as the distinction wasn't previously clear.
	+ Regarding a double lock-on, depending on the proximity of the second missile, the player will either avoid both or a second lock-on warning will kick in after the initial missile has been avoided.
	+ The communication that a missile has been avoided will be that the lock-on indicator disengages and depending on the orientation of the player, they will see the missile go past.
		- Note - Currently when in splitscreen mode there is an overlap of the lock-on warning.
* BF Basics - Jedi Melee - Melee vs Melee – Jump attack
	+ Feels powerful and can be used effectively
	+ Can be blocked
	+ Can be used in a double-jump
	+ Final damage dealt will be decided via playtesting
* BF Basics - Jedi Melee - Melee vs Infantry
	+ Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking.
	+ Damage from lightsaber will extend beyond visual effect.
	+ Damage to Stormtroopers should be 1-swipe kill.
	+ We will experiment with longer combos.
* BF Basics - Soldier AI - AI Actions - Cover
	+ Further refinement
	+ Class-specific actions - verified in Yavin Conquest
	+ Animation Variety - verified in Yavin Conquest
		- NOTE: Melee, Jedi, Heavy weapons classes across all factions will not take cover.
	+ Option to display cover volumes/props will be added to debug menu.
	+ Squads will use cover as much as possible, AI will use it according to threat assessment.
	+ AI can be flushed from cover.
	+ AI will remain in cover when no enemy is in sight if in ambush mode - triggered by designers.
* BF Basics - Soldier AI - AI Actions - Breaking AI patterns into states
	+ Further class-specific patterns, including Super Battle Droids, Snipers, etc.
	+ To validate, each of the classes will be on Tatooine as enemy and ally.
* General Gameplay – Jump Pack
	+ Dark Trooper will have jump pack behaviour
		- This is a player-related deliverable and will be similar to the jump pack functionality in BF2.
	+ AI jetpack usage is a separate deliverable.
* General Gameplay – Cluster Grenades
	+ • Hero throws 1 grenade that splits into 3 upon first bounce.
* General Gameplay – Zam Wessell's Pistol
	+ Pistol will have "High Damage" and an "Exploding Shot"
* General Gameplay – Gungan uses Boomers
	+ Gungans can throw a Booma grenade which will explode with a modified ion canon effect.
	+ Will include animation, tracer and explosion FX/SFX
* General Gameplay – Instant Action – Stats
	+ Further stats to be added to previous implementation.
* General Gameplay – Spawn Screen
	+ Will reflect work done in mock-ups (excluding Hologram shader)
	+ Will include Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest(will be the same as the regular Conquest spawn screen).
* General Gameplay – Improvements to evasive moves
	+ Control will return to player before move finished
	+ U-turn will incorporate 720° turn for starfighters
	+ Controls for triggering it will be further investigated.
* General Gameplay – Improved bailing from flying vehicles
	+ Player should leap from vehicle instead of simply falling out.
	+ Will investigate the player inheriting some of the vehicle's velocity.
* General Gameplay – Turret improvements
	+ Will be easier for the player to take out starfighters

Art (Planet Levels):

* Endor - Phase 3
* Death Star (Tributary Beam part) - Phase 3
* Cato Neimoidia - Phase 3
* Dathomir - Phase 3
* Yavin 4 - Phase 3
* Old Imperial Shipyard - Phase 3
* Tatooine - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Hoth - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Coruscant - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Bespin - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Desolation Station / Death Star Construction - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Droid Control Ship - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Star Destroyer - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Nebulon-B - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Interdictor - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.

Art (Weapons):

* Ugnaught Mini-Arc Cutter
* Republic Rocket Launcher

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL
* Bug Crunch
	+ Aim for closure of 800 bugs prioritising As and B1s

## Milestone 25 - Monday, 19ᵗʰ May 2008

Summary:

* Focus on Battlefront Basics

Content Detail:

* BF Basics - Jedi Melee - Melee vs Melee - General
* BF Basics - Player Feedback - Hit React Animations
* BF Basics - Lock-on – Infantry vs, Infantry
* BF Basics - Lock-on – Infantry vs. Vehicles
* Cutscenes To Phase 3

Game Design (Multiplayer):

* Hoth Preview - Assault
* Tatooine Preview - Assault
* Tatooine Preview – Hunt
* Tatooine Preview - Heroes vs. Villains
* Mustafar Preview – Assault
* Endor Preview - Assault
* Endor Preview – Hunt
* Endor Preview - Heroes vs. Villains

Game Design (Story):

* Tatooine Training Ground Phase 3
* Dantooine Phase 3
* Dathomir Phase 3

Gameplay Features:

* BF Basics – Shooting – 3rd-Person Posed Hands
	+ Demonstrated on Clone Trooper using each Republic weapon + grenade, apart from melee
	+ Demonstrable in Weapons test room
	+ Please verify on Republic Classes
* BF Basics – Shooting – Audio
	+ We will provide a list of shooting audio implemented
* BF Basics - Lock-on – Infantry vs Infantry
	+ Easier to fine-tune aim when locked on
	+ Should always be locked onto part of character unless fine-tuning
	+ Should always aim at the chest area as default for each character type
* BF Basics - Lock-on – Infantry vs Vehicles
	+ Should be easier to lock onto moving targets when using the rocket launcher
	+ Should be possible to take down a flying vehicle with standard blast fire with a "lucky shot" - probability of which to be tuned.
	+ Blaster fire damage for vehicle to be made higher.
* BF Basics - Ground Vehicles (Walking) – Turning
	+ AT-AT, ATTE, AT-RT, AT-XR - all animated
	+ Turning should be less sensitive on AT-ST
* BF Basics - Ground Vehicles - Track Physics
	+ Snail Tank, T-5B
	+ Turning and movement should be more responsive
* BF Basics - Ground Vehicles – Corkscrew Firing
	+ Verify on Hailfire Droid
* BF Basics - Jedi Melee - Melee vs Melee - General
	+ 1-handed (X1 Act 3)
	+ 2-handed
	+ Dual Lightsaber
	+ Darth Vader
	+ Darth Maul
	+ Yoda
	+ Grievous
	+ Magnaguard
	+ Wookiee
	+ Clone Trooper (based on 2-handed lightsaber)
* BF Basics - Player Feedback - Hit Effect Feedback
	+ HUD icon appears around crosshair when player has hit a target.
* BF Basics - Player Feedback - Hit Effect Feedback Particles
	+ Particles when hitting a target
	+ Character type-specific (Human non-armoured, human armoured and droid)
* BF Basics - Player Feedback - Hit React Animations
	+ AI plays hit reacts when hit
	+ Demonstrated on human skeleton
	+ Projectile, shotgun and explosions
* BF Basics - AI - Soldier AI - AI Actions - Additional Build-In AI actions (crouching, melee etc)
	+ Crouch (part of idle)
	+ Follow Prop (part of movement)
	+ Generic Anim Action (play an animation on an NPC)
	+ Idle
	+ Look Around
	+ Weapon Strike
	+ Movement
	+ Shoot
		- NOTE: Please verify this in the AI Actions Testroom from the Freeplay menu.
* BF Basics - AI - Soldier AI - Soldier-specific AI Behaviours
	+ Weapon selection - The weapon selection is based purely on range and armor penetration. So the AI are quite happy using the shotgun to attack infantry or turrets at close range.
	+ Thermal detonators - The AI will never throw thermal detonators at short range. At medium/long range, they will throw them at groups of enemies or vehicles.
* General Gameplay – Skytrooper Wings
	+ Will animate upon take off / landing
	+ Behaviour will be the same as regular jumppack trooper
* General Gameplay – VBF Interaction – Ion Cannon (Aftertouch)
	+ Will be able to steer charged fire within a certain range.
* General Gameplay – VBF Interaction – Ion Cannon (mid-air detonation)
	+ There will be a button press to activate this.
* General Gameplay – Player Awareness - Point of interest arrow
	+ Navigation arrow that is activated on a button to cycle through destinations
		- NOTE: This will be debug graphics, possibly just a line on the ground for this build, as the important part is the functionality and getting that right.
* General Gameplay – Player Awareness - Compass
	+ This will be as shown on the mock-ups and will replace the mini-map.

Art (Animations):

* MS25 Traversals (Walk, Run, Idle, Crouch, Crouching Walk, Roll, Jump, Sprint, Strafe, Turn)
	+ Jawa
	+ Vader
	+ Tusken Raider
	+ Dark Trooper
	+ Darth Maul
	+ General Female
	+ Darth Sidious
	+ Ugnaught
	+ Asajj Ventress
* CIS Weapons - All 1st-Person
	+ This does not contain throwing of health/ammo and detpack (basically anything thrown that is NOT a grenade) throws.
* Bespoke Weapons – All 1st-person
	+ Han Solo
	+ Leia
	+ Jango Fett Wrist
	+ This does not contain throwing of health/ammo and detpack (basically anything thrown that is NOT a grenade) throws.
* Lightsaber Combat - (Upper L, Under R, R->L, L->R, Ovehead, Jump Attack, standing)
	+ 1-handed (X1 Act 3)
	+ 2-handed
	+ Dual Lightsaber
	+ Darth Vader
	+ Darth Maul
	+ Yoda
	+ Grievous
* Melee Weapon Combat - (Upper L, Under R, R->L, L->R, Ovehead, Jump Attack, standing)
	+ Magnaguard
	+ Wookie
	+ Clone Trooper (based on 2-handed lightsaber)
* Grenade Throws & Weapon Strikes
	+ Wookiee
	+ Clone Trooper
	+ Gungan
	+ Battle Droid
	+ Ewok (main spear attack)

Narration:

* Cutscenes To Phase 3
	+ All props in place and correctly animated, but not final
	+ All sound effects / ambient effects / music in place, but not final
	+ This will not include Scene 15 and 16 which are undergoing revision, or any newly agreed cutscenes (Hoth encounter, Mustafar boss fight etc.)
* Final Draft Voice script (following hired scriptwriter input) delivered to FRD
	+ by LucasArts

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* MS25 Traversals
* Heavy Assault Transports
	+ AT-TE
	+ AT-AT
	+ HTT
	+ MTT
* Ground Vehicle Dropships
	+ Republic LAAT/c Carrier Gunship
	+ Rebellion Medium Transport
	+ CIS Landing Ship
	+ Theta AT-AT Barge
* Special Vehicles
	+ T-47 Snowspeeder
* Escape Pod
* Health/Ammo Pick-ups
* Bespoke Weapons
	+ Han Solo
	+ Leia
	+ Jango Fett Wrist
* Lightsaber Combat
* Melee Weapon Combat

* Grenade Throws & Weapon Strikes

Technical (General):

* X360 Leaderboard Functionality
	+ Leaderboards present will be
		- Deaths
		- Kills
		- Kill to Death Ratio
	+ All stats will be Cumulative
	+ Leaderboard will match mock-up in functionality
	+ Ability to Players Stats -> Leaderboards to see the stats achieved so far, for all games run over PartnerNet
	+ Note - This deliverable is for functionality, HUD elements are NOT final.
* Level Optimisations

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 26 - Monday, 16ᵗʰ June 2008

Summary:

* Focus on Battlefront Basics

Game Design (Multiplayer):

* Coruscant Preview – Assault
* Coruscant Preview - Heroes vs. Villains
* Bespin Preview – Assault
* Bespin Preview - Hunt
* Bespin Preview - Heroes vs. Villains
* Cato Neimoidia Preview – Assault
* Mustafar Preview - Heroes vs. Villains
* Yavin 4 Preview – Assault

Game Design (Story):

* Tatooine Training Ground Preview

Gameplay Features:

* BF Basics – Shooting – PS3 Vibration
* BF Basics – Shooting – 360 Vibration
* BF Basics – 3rd-person camera improvements
	+ Ability to switch between 1st person, over-shoulder cam, and BF2-style cam
	+ 3rd person camera can be angled downwards (for BF2 style cam)
	+ Camera needs to make sure it never gets right behind characters head (e.g., when strafing and turning in opposite directions, or character close to background geometry)
	+ Switch sides on button press and rolls
	+ Engineer camera improvements
	+ Sprint camera improvements
* BF Basics - Ground Vehicles (Walking) – Slope Handling
	+ Walkers can only climb up low gradient slopes
	+ Improvement to character controllers to allow larger walkers to collide and handle slopes properly.
	+ Please verify in Hoth Walkers Test Room.
* BF Basics - Ground Vehicles (Walking) – IK on lowest bones
	+ Feet will align with terrain on slopes
	+ Camera will be tied into feet movement to give better feedback to player.
	+ Please verify in Hoth Walkers Test Room.
* BF Basics - Ground Vehicles – Firing
	+ Barrels have recoil
	+ Shotgun firing for the Snail Tank, as in BF2
	+ Lasers in flight have some variation in relative position
	+ Camera will have subtle recoil
	+ Muzzle flash lighting will be correct for all vehicles
	+ Smoke from non-laser cannons
* BF Basics - Jedi Melee - Melee vs. Melee – General (Further Work)
	+ Combo moved to an upper body 4-part, consisting of:
		- Swing Right->Left
		- Swing Left->Right
		- Swing Under Right->Left
		- Swing Under Left->Right
	+ Charge spin attack on the right trigger
	+ Anti-clockwise Spin only
	+ Lose right stick
	+ Overhead at the end of sprint (Full body animation)
		- NOTE - There will be a placeholder animation for charge.
* BF Basics - Force Powers - Complementary Effects - Delivery 1
	+ Force Pull
	+ Force Push
	+ Force Storm
	+ Force Lightning
	+ Force Stun
* BF Basics - AI - Soldier AI - AI Actions – Patrol State
	+ **This is already visible in MS25.**
	+ Verify on Tatooine Training
	+ Ferroda, X1 and X2
* BF Basics - Soldier AI – Squad Specifics – Group Movement and Combat Patterns
	+ Further combat pattern improvement
	+ Gesture animations implemented
	+ Squad leader should be evident via gestures given and formation position when not in combat.
	+ Demonstrable on Tatooine story.
* BF Basics - AI – Soldier AI – Squad Specifics – Gesture Animation Integration
	+ This can be seen on human skeleton squad leader.
	+ Gestures = "Move To", "On Leader", "Target Spotted" and "Take Cover".
* BF Basics - AI – Soldier AI – Heavy Weapons-specific AI Behaviours
* BF Basics - AI - Soldier AI - Sniper-specific AI Behaviours
* General Gameplay – Landing ship explosions
	+ CIS Landing Ship - Please verify on Tatooine Story.
	+ Hoth Transport
* General Gameplay – Animated ship explosions
	+ Munificent
	+ CIS Cruiser
	+ Star Destroyer
	+ Interdictor
	+ Acclamator
	+ Nebulon-B
	+ Tibanna Gas Platform hitting Star Destroyer
* General Gameplay – Falcon - AI turrets always fire, easier for player to get missile locks
	+ AI Turrets will fire when there is a target within range
* General Gameplay – Command Post Capturing
	+ Base CPs will be harder to capture
	+ HUD POI will disappear when player is close by
	+ HUD will have capturing bar as shown in mock-ups
* General Gameplay – VBF - Escape Pods - Escape Pod After touch
	+ Should be able to re-orientate escape pod within a cone to land within playable area.
* General Gameplay – VBF - Escape Pod replenishes ammo
* Art – HUD – Reticule + Lock-on Icons
	+ As in mock-ups
* Art – HUD - Weapon Swapping
	+ As in mock-ups
* Art – In-game menu, Main menu, and Play menu
	+ As in mock-ups
* Art – Controls menu
	+ As in mock-ups
* Art – Scoreboard (during / post games)
	+ As in mock-ups
* Art – Frontend – Attract mode
	+ Will play a video after a designated amount of time on the Press Start screen
* Art – Frontend – FRD and LucasArts Logos In-game

Art (Weapons):

* Republic Electro-Lance

Art (Animations):

* Heavy Assault Walkers
	+ AT-ST
	+ AT-XR
* Bespoke Weapons – All 3rd Person
	+ Han Solo
	+ Leia
	+ Jango Fett Wrist
	+ This does not contain throwing of health/ammo and detpack (basically anything thrown that is NOT a grenade) throws.
* Human #1 Projectile Hit Reacts - 2nd Pass
	+ Please verify on Clone Trooper
	+ Front Torso
	+ Back Torso
	+ L. Arm 1
	+ L. Arm 2
	+ R. Arm 1
	+ R. Arm 2
	+ L. Leg
	+ R. Leg
* Force Sprints - Delivery 1
	+ Asajj Ventress
	+ Darth Maul

Narration:

* First Text Drop ~30,000 words

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* Heavy Assault Walkers/Vehicles
* Frontend Menu
* Soldier Gestures

Technical (General):

* XBL/XLSP Functionality
* X360 running at improved framerate

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 27 - Monday, 21ˢᵗ July 2008

Summary:

* Pre-Alpha

Game Design (Multiplayer):

* Dantoine Preview – Assault
* Desolation Station / Death Star Construction Preview - Assault
* Kashyyyk Preview – Assault
* Dathomir Preview - Assault

Game Design (Story):

* Tatooine Preview
* Dantooine Preview
* Desolation Station Preview
* Hoth Preview
* Coruscant Preview

Gameplay Features:

* BF Basics – Ragdoll Improvements
	+ Rework that was needed for Havok physics
	+ Necessary for ragdoll to appear more realistic and weighty
* BF Basics – Lock-on - New Lock-On Cycling Behaviour
	+ Verify on infantry.
	+ When chase lock-on is held, the player can select another target by pushing the right stick in its direction, provided the new target is in range.
	+ If a target dies, the player can automatically acquire a new target without having to reapply the chase lock-on mechanic, provided a new target is in range.
* BF Basics - Ground Vehicles (Walking) – Strafing
	+ Already viewable in MS26.
* BF Basics - Ground Vehicles (Walking) – Camera Improvements
* BF Basics - Jedi Melee - Melee Combat – Further General Improvements
	+ Blaster Fire Deflection:
		- Directional (can't block from the back)
		- Deflects based on the reticule position
		- Placeholder sounds
		- Blends between 4 animations to give the impression of deflecting the blaster back
	+ Controls:
		- Moved block to be a hold on R3
		- Reticule is now faded out when wielding a lightsaber
		- Reticule will fade in when blocking.
		- Changed combos to be more dynamic
		- Better blending of the upper body animations for melee
		- Added controls aftertouch to spin attack.
		- You can turn whilst attacking now
		- First work on the melee camera.
		- Disabled the auto-turn when swinging and not having a lock-on.
		- Auto-chooses your swing when not locked on to allow you to run past enemies and slice them up.
* BF Basics - Force Powers - Complementary Effects - Delivery 2
	+ Force Repulse
	+ Will feature in-game and also Cutscene 4
* BF Basics - Jedi – Force Powers Functional
	+ All Force Powers in, working, causing damage and interfacing with the combat system
		- To be demonstrated on the respective characters below:
			* Darth Vader: Force Push/Choke
			* Darth Sidious: Force Lightning/Storm
			* Obi-Wan Kenobi: Force Stun
			* Mace Windu: Force Repulse/Pull
* BF Basics - Player Feedback - Hit Audio
	+ Audio accompanying animation deliverable
	+ To be verified on Clone Trooper
* BF Basics - AI - Soldier AI - AI Actions – General Fixing
	+ Characters now react to grenades more consistently - they will either run or dive out of the way, depending on type.
		- Note that intentional fallibility exists so that it is still possible to kill NPC's with grenades occasionally.
	+ Characters now jump out of the way of vehicles that try to run them over.
	+ Designers now have greater control over specifying restricted movement zones for AI. This will make staged battles easier to create and less likely to have bugs.
	+ Infantry character sight ranges made more consistent
		- All characters use the same range except sniper characters who have longer-range vision.
	+ Characters in vehicles now use the sight range of the vehicle.
* BF Basics - AI - Driver AI – Initial Implementation of Vehicle AI Behaviours
	+ Designers can use exactly the same objectives and same commands on a driving NPC as they would on a walking NPC since the fact that NPCs are using a vehicle is completely hidden from them.
* General Gameplay – Weapon that fires multiple shots from a single button press

* + Verify on Han Solo's blaster.
* General Gameplay – Bowcaster fires spread of bullets across horizontal plane
* General Gameplay – Spawn timer camera in singleplayer and multiplayer (instant action)
	+ This uses the 3rd Person Player camera over the right shoulder and will attempt to follow a character nearest to the players spawn point.
* General Gameplay – VBF - Ion Canon Improvements (Targeting Hoops)
	+ Implementation of mock-up up previously sent.
* General Gameplay – VBF - Spawn special vehicle type if Landing Ship gets to ground
	+ Verify on Coruscant with Republic LAAT/c dropping off AT-TE
		- An LAAT/c will fly into the level on a spline with an AT-TE attached to it's underside
		- There will be no troops visible in either vehicle
		- The AT-TE will detach and the LAAT/c will fly out the level on a spline and then be deleted
* Art - Personal Shield
	+ Small, bubble shield
	+ Should fit no more than 3 characters
	+ Based on gungan shield
* Art - Props Interacting With Shields
	+ Hoth Shield
		- AT-ATs and AT-STs can pass through
		- Bullets, rockets, ships etc are blocked
	+ Personal Shield
		- Characters can walk through it but bullets will collide
		- The protected player can shoot out
* Art – Weapon Switching
	+ As seen in mock-up
	+ Same functionality as last month, but with updated artwork.
* Art – HUD - Objective Signposts
	+ As in mock-up
* Art – End-game awards menu
	+ As in mock-up
* Art – Choose Battle, Instant Play, Campaign Select menus
	+ As in mock-up
* Art – Controls menu
	+ As in mock-ups
* Art – Match settings menu
	+ As in mock-up
* Art – Weapon Rose
	+ As seen in mock-up
	+ Human characters only
* Art - Remote HUD
	+ As seen in mock-up

Art (Planet Levels):

* Cato Neimoidia - Phase 3
* Dathomir – Phase 3
* Old Imperial Shipyard - Phase 3
* Mustafar – Phase 3

Art (Animations):

* All Force Powers
	+ To be demonstrated with X2, Yoda & Grievous
* Force Power Hit Reacts
	+ To be demonstrated on human skeleton
* Remaining Projectile Hit Reacts
	+ Human #2
	+ Human Death
	+ Battle Droid
	+ Battle Droid Death
	+ Super Battle Droid
	+ Gungan
	+ Magnaguard
	+ Yoda
	+ Grievous
	+ Droideka
* Explosion Reacts - (1st-Pass)
	+ Human
* Melee Hit Reacts - (1st-Pass)
	+ Human
		- Uppercut/Back
		- Downward
		- Left
		- Right
* Shotgun Hit Reacts - (1st-Pass)
	+ Human
* Running Hit Reacts/Deaths - (1st-Pass)
	+ Human
* Lightsaber Downward Thrust - (1st-Pass)
	+ 2-handed style
* Spin Charge Pose - (1st-Pass)
	+ 2-hand style
* Detpack Throwing + Mine Throwing - (1st-Pass)
	+ Human

Narration:

* Voice Recording (and delivery to FRD)
	+ by LucasArts
* Second Text Drop ~10,000 words
	+ by LucasArts

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* Force Power Hit Reacts
* All Force Powers

Technical (General):

* X360 achievements
	+ Demonstratable by achieving 10 points in an Instant Action game to complete the 'Rank Up' achievement.
* PS3 Online Matchmaking features functionality
* PS3 Network Functionality
* Client Independent Dedicated Server
	+ Linux & WinOS
		- PS3
	+ WinOS
		- X360
* Will have minimum content files necessary

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 28 - Thursday, 28ᵗʰ August 2008

Summary:

* Alpha Delivery

Game Design (Story):

* Yavin 4 Preview

Gameplay Features:

* BF Basics - Ground Vehicles (Walking) – Ragdoll
	+ Deaths will ragdoll
	+ Test on AT-AT
* BF Basics - Ground Vehicles (Wheeled) – Physics
	+ Pending LEC feedback
* BF Basics – Troop Transports – Deliver Troop Transports
* BF Basics - Jedi Melee - Melee vs Melee – Lightsaber decals and interactions
	+ Sabers leaving temporary, glowing scar on environment
	+ Happens only as a result of deliberate swings.
	+ Improved spark effects
* BF Basics - AI - Soldier AI - AI Actions – General Fixing
* BF Basics - AI - Soldier AI - AI Actions – Infantry AI behaviour in and around melee combat
* BF Basics - AI - Soldier AI – Squad Specific – Support-specific AI Behaviour
* BF Basics - AI - Soldier AI – Squad Specific - Jump Pack AI
* BF Basics - AI - Soldier AI – Squad Specific - AI for escaping/avoiding exploding spaceships
* BF Basics - AI - Driver AI – Assault vehicle AI behaviours
* BF Basics - AI - Driver AI – Snowspeeder vehicle AI behaviours
* BF Basics - AI – Soldier AI - Conquest Mode Specific Logic
* BF Basics - AI – Soldier AI – Hunt Mode Specific Actions
* BF Basics - AI - Soldier AI - Heroes vs. Villains Mode Specific Actions
* BF Basics - AI - Soldier AI - Heroes vs. Villains Mode Specific Actions
* General Gameplay – VBF Interaction – Ion Cannon (mid-air detonation)
* BF Basics - AI - Soldier AI - Jedi-specific AI Behaviours
* BF Basics - AI - Soldier AI - AI Teleporting
* BF Basics - AI - Driver AI – Speeder vehicle AI behaviours
* BF Basics - AI - Driver AI – Ground Transport vehicle AI behaviours
* BF Basics - AI – Hero/Villain AI – Jedi Hero/Villain AI behaviours
* General Gameplay – Combat Density - Ensure ground AI when player strafing/bombing
	+ Teleporting AI will make sure there are AI throughout the exterior as well as in flying vehicles when the player is flying below a certain height.
* General Gameplay – Capital Ship Internal Components
* General Gameplay – IG-88's weapon
* Gameplay General – Return control to evasive moves earlier
* Gameplay General – Sith infiltrator cloak
* Gameplay General – Hero vehicle lasers have explosions whether hit or not (after x time)
* General Gameplay – Overdamage
* General Gameplay – Improved Weapon Strikes
* General Gameplay – Violent reaction from lightsaber strikes in infantry
* General Gameplay – Droids cut into pieces by lightsabers
* General Gameplay – Drop/Muffle background sound during lightsaber/melee combat
* General Gameplay – Depth of field BG blur during lightsaber/melee combat
* General Gameplay – Hero vehicle changes
* Gameplay General – Trophy Unlocks
* General Gameplay – VBF – Capital Ship Component - Communications Array
* General Gameplay – VBF – Capital Ship Component - Gunnery
* General Gameplay – VBF – Capital Ship Component - Orbital Cannon
* General Gameplay – VBF - Auto defenses - Laser fire differ depending on faction holding CP
* General Gameplay – VBF - Rescue Mission
* General Gameplay – VBF – Evacuation
* General Gameplay – VBF - Summoning a Capital Ship
	+ Certain CPs will trigger capital ships to hyperspace in.
	+ All guns and ion canons blazing as they follow a spline throughout the battlefront.
	+ Verify on Tatooine, Clone Wars era.
* General Gameplay – Combat Density - Ion Cannon
* General Gameplay – Combat Density - Spawn AI from escape pods around the player on the ground
	+ The player will be accompanied by a random number of AI when exiting an excape pod (not exceeding 3 AI)
	+ Will not be seen in network games.
* General Gameplay – Combat Density - Cluster ships
* General Gameplay – Player Awareness - Lock on Range
* Art - Sand/Snow/Mist Effect
* Art - Scorebar
* Art – Objectives menu
* Art - Galactic Conquest menus
* Art - Multiplayer Frontend
* Art – Sniper HUD
* Art - HUD Messages
* Frontend - Credits
* Frontend - Player Progress
* Art - Split-screen HUD
* Art – Star Wars Text Crawl
* Frontend - Load screens

Art (Planet Levels):

* Endor - Phase 3

Production:

* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

*Data is incomplete for this milestone.*

## Milestone 1 - Monday, 21ˢᵗ May 2007

Content Detail:

* All content from Milestones 3-12 of the 360/PS3 SKU running on PC

Game Design:

* 1st Draft Design Overview

Gameplay Features (Miscellaneous):

* All content and features integrated from MS3 to MS12 of X360 and PS3 products

Technical (General):

* 1st Draft Technical Design Document

Production:

* 1st Draft Milestone Schedule
* Deliver PC Build

## Milestone 2 - Monday, 25ᵗʰ June 2007

Game Design:

* 2nd Draft Design Document

Gameplay Features (Miscellaneous):

* PC-specific features
	+ Character POV is default 1st person
		- also supports 3rd person
* Checkpoints functional on PC with restart, save and load

Production:

* Deliver Final Milestone Schedule
* Deliver PC Build

## Milestone 3 - Monday, 23ʳᵈ July 2007

Game Design:

* Final Draft Design Document

Technical (Rendering):

* Runs at 20 fps on minimum hardware configuration on Tatooine with 50AI

Technical (General):

* Final Draft Technical Design Document

Production:

* Deliver PC Build

## Milestone 4 - Monday, 20ᵗʰ August 2007

Summary:

* Online Test 1

Content Detail:

* Online Test subject to exhausting internal online stress testing

Technical (Networking):

* Network Test
	+ Capacity for 50 human players per game
	+ No AI
	+ Able to be run in Performance Modes to cheapen Rendering
	+ Simulate lag, packet loss, and other real world network conditions
* All Online Matchmaking features functioning
	+ Including Direct IP Matchmaking
		- Internet functionality pending status of networking middleware negotiations
* Multiplayer Online
	+ Capacity for 50 players
	+ Uncapped max players
	+ No AI players
* Dedicated, standalone WinOS server
* Dedicated Linux-based server

Production:

* Deliver PC Build

## Milestone 5 - Monday, 24ᵗʰ September 2007

Summary:

* Coruscant Story to Demonstrable Quality

Content Detail:

* Online Test 2

Game Design:

* Coruscant story to Demonstrable Quality
	+ Seamless visual transition between VBF layers
	+ Core combat visual effects near final quality
	+ Consistent character/vehicle/weapon animation
	+ AI provides immersive and focused combat experience
	+ No cutscenes (due to mo-cap dates)

Gameplay Features (Miscallaneous):

* Frontend UI
	+ Fully supports mouse and keyboard control
	+ Art still placeholder
	+ Audio Video Options

Technical (Networking):

* Network Test
	+ Capacity for 50 human players per game
	+ AI used to fill available slots
	+ Able to be run in Performance Modes to cheapen Rendering
	+ Simulate lag, packet loss, and other real world network conditions
* Direct IP Matchmaking
	+ GUI in frontend to set IP
* Multiplayer Online
	+ Capacity for 49 AI-controlled players
	+ Uncapped max players
* Dedicated, standalone WinOS server
* Dedicated Linux-based server

Production:

* Deliver PC Build

## Milestone 6 - Monday, 22ⁿᵈ October 2007

Summary:

* Games for Windows Support

Technical (General):

* Games for Windows support implemented
	+ All agreed functionality as noted in Game for Windows Technical Requirement v 1.1.0006 (to be updated to latest version as/when Microsoft releases it).
* PC Monitor Support
	+ Multiple resolutions and aspect ratios, as well as HDTV.
* Game for Windows LIVE Matchmaking
	+ Lobby, Friends, Statistics, Leaderboards, Account Management online features integrated.
		- Leaderboards is dependant on the ongoing discussions regarding the Blades and is subject to change/removal.
* Saving and loading menus
* Keyboard controls
	+ Ability to change assigned keys

Production:

* Deliver PC Build

## Milestone 7 - Monday, 19ᵗʰ November 2007

Summary:

* Tatooine Story to Demonstrable Quality

Game Design:

* Tatooine story to Demonstrable Quality
	+ Seamless visual transition between VBF layers
	+ Core combat visual effects near final quality
	+ Consistent character/vehicle/weapon animation
	+ AI provides immersive and focused combat experience

Gameplay Features (Miscallaneous):

* Frontend feature complete for evaluation
	+ This is the equivalent of the PS3/360 evaluation in MS18, so it will still be delivered in order to gather feedback.

Technical (General):

* Support for standard PC peripherals
	+ X360 Controller, joysticks, other 3rd party gamepads, etc
	+ Support list will be included in the Release Notes
	+ Stretch goal to support controller remapping
* Stereo, 5.1 and 7.1 audio support
	+ Determined by driver settings.

Production:

* Deliver PC Build

## Milestone 8 - Monday, 17ᵗʰ December 2007

Summary:

* Profiles and Profile Saving

Technical (General):

* Tools to assist Q.A.
* Profiles and profile saving
	+ Saving of Progress through Campaign Mode
	+ When a checkpoiint is complete it will save automatically
	+ This can then be resumed from Single Player Campaign menu
	+ Session unlocks, awards, control configurations, and options settings are automatically saved

Production:

* Deliver PC Build

## Milestone 9 - Monday, 21ˢᵗ January 2008

Summary:

* Focus on Battlefront Basics

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Production:

* Deliver PC Build

## Milestone 10 - Monday, 18ᵗʰ February 2008

Summary:

* Focus on Battlefront Basics
* Dedicated Server improvements
* Performance improvements

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Technical (Networking):

* Dedicated Server improvements (including Remote Interface)
* Network improvements to satisfy the Multiplayer Lab

Technical (General):

* Performance improvements
* All levels from other SKUs running on PC

Production:

* Deliver PC Build

## Milestone 11 - Monday, 17ᵗʰ March 2008

Summary:

* Focus on Battlefront Basics
* Dedicated Server improvements
* Performance improvements

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Technical (Networking):

* Dedicated Server improvements (including Remote Interface)
* Network improvements to satisfy the Multiplayer Lab

Technical (General):

* Performance improvements
* All levels from other SKUs running on PC

Production:

* Deliver PC Build

## Milestone 12 - Monday, 21ˢᵗ April 2008

Summary:

* Focus on Bug Fixing

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Technical (General):

* Performance improvements
* All levels from other SKUs running on PC

Production:

* Deliver PC Build

## Milestone 13 - Monday, 19ᵗʰ May 2008

Summary:

* Focus on Battlefront Basics

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Technical (General):

* Performance improvements
* All levels from other SKUs running on PC

Production:

* Deliver PC Build

## Milestone 14 - Monday, 16ˢᵗ June 2008

Summary:

* Focus on Battlefront Basics

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Technical (General):

* Performance improvements
* All levels from other SKUs running on PC

Production:

* Deliver PC Build

## Milestone 15 - Monday, 21ˢᵗ July 2008

Summary:

* Pre-Alpha

Technical (General):

* Frontend - Loadscreen Preview
	+ Basic Implementation of hyperspace screen between levels
* All levels from other SKUs running on PC
* Client Independent Dedicated Server
	+ Linux & WinOS
	+ PC
	+ Will have minimum content files necessary

Production:

* Deliver PC Build

## Milestone 1 - Monday, 19ᵗʰ February 2007

Content Detail:

* Limited Stage showing vehicle and character

Content Detail:

* Limited Stage showing vehicle and character
* One vehicle and character integrated from PS3/X360 console pipeline

Game Design:

* Deliver Preliminary Design Overview

Technical (Rendering):

* Limited Stage showing vehicle and character. No animations or shadows.
* One vehicle integrated from PS3/X360 console pipeline
* One character integrated from PS3/X360 console pipeline

Technical (General):

* Deliver Preliminary Technical Design Document

Production:

* Deliver Wii Build
* Deliver Preliminary Milestone Schedule

## 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 3 - Monday, 23ʳᵈ April 2007

Game Design:

* Deliver 2nd Draft Design Overview

Gameplay Features (Miscellaneous):

* Player running around on Polygonal Mesh Test Room using Wii Controller
	+ Able to interact with Physics Objects
	+ No weapons
	+ On foot movement only (no jumping, rolling, jet-packs etc)

Technical (Rendering):

* Investigation complete on variations via shaders, ie Cartoony

Technical (General):

* Framework & Basic Physics (ODE)
* Animation System
* Deliver 2nd Draft Technical Design Document

Production:

* Deliver Wii Build
* Deliver 2nd Draft Milestone Schedule

## Milestone 4 - Monday, 21ˢᵗ May 2007

Summary:

* Player Flying over VBF

Content Detail:

* Transformation Portals
* Player traversing Terrain & flying to Capital Ship and able to land in the hangar, using a starfighter
* Conquest Game Mode – Player with one weapon working in 1st and 3rd Person
* 3 AI in a Test Room

Game Design:

* Deliver 3rd Draft Design Overview

Gameplay Features (Miscellaneous):

* Player traversing Terrain & flying to Capital Ship and able to land in the hangar, using a starfighter
* Conquest Game Mode – Player with one weapon working in 1st and 3rd Person
* 3 AI in a Test Room

Technical (General):

* Transformation Portals
* Deliver 2nd Draft Technical Design Document

Production:

* Deliver Wii Build
* Deliver 3rd Draft Milestone Schedule

## Milestone 5 - Monday, 25ᵗʰ June 2007

Summary:

* Demonstrate Infantry and Space experiences

Content Detail:

* Demonstrate an infantry experience utilizing the Wii controller
* Demonstrate a space experience utilizing the Wii controller

Gameplay Features (Miscallaneous):

* Demonstrate an infantry experience utilizing the Wii controller
	+ Demonstrate on-foot battles that are immersive and engaging with the Wii Controller
	+ All classes and weapons for a specified Faction
	+ Include Melee, sprint and other player moves
	+ Includes combat assists such as target lock
	+ Target of 10 AI
	+ All demonstrable in a Test Room
* Demonstrate a space experience utilizing the Wii controller
	+ Demonstrate space battles that are immersive and engaging with the Wii Controller
	+ Controls subject to testing and iteration
	+ Includes spacecraft features as seen in other SKUs
	+ Includes aim-assists and match target heading etc
	+ Includes special manoeuvres
	+ Includes primary and secondary weapons
	+ Target of 10AI
	+ All demonstrable on one ship type in Space
* HUD fully integrated
* HUD Map fully integrated
* Conquest Gamemode

Technical (General):

* Deliver Final Technical Design Document

Production:

* Deliver Wii Build
* Deliver Final Milestone Schedule

## Milestone 6 - Monday, 23ʳᵈ July 2007

Summary:

* Demonstrate a Vehicle experience

Content Detail:

* Demonstrate a vehicle experience utilizing the Wii controller
* 3 Interactive elements in the levels utilizing the Wii controller
* Demonstrate AI

Gameplay Features (Miscellaneous):

* Demonstrate a vehicle experience utilizing the Wii controller
	+ Demonstrate land vehicle battles that are immersive and engaging with the Wii Controller
	+ All demonstrable in a Test Room
	+ Controls subject to testing and iteration
	+ AAT used
	+ Primary + Secondary weapons implemented
	+ Turret / Secondary position implemented
* Jedi Controls via Wii Remote
	+ Jedi moves same as PC version
	+ Test room accessible
	+ Fight against standard/melee infantry
	+ Force powers same as PC version, minus effects
	+ Inclusion of Force-associated motion control
* Demonstrable AI
	+ Tatooine, with ground, infantry and space AI

Production:

* Deliver Wii Build
* Deliver Final Milestone Schedule

## Milestone 7 - Monday, 20ᵗʰ August 2007

Summary:

* Demonstration of Layers Interacting

Content Detail:

* Layers interacting
* VBF Splitscreen subject to technical feasibility

Gameplay Features (Miscallaneous):

* Layers interacting
	+ Ground to Space and Space to Ground cannons, same location as other builds.
* Amount of units at Console limits in Test Room
	+ expecting between 32 and 50
* VBF Splitscreen subject to technical feasibility
	+ Possibly single-layer split-screen, 2-players only
	+ This is due to compromises needed for full VBF and 4 players.

Production:

* Deliver Wii Build

## Milestone 8 - Monday, 24ᵗʰ September 2007

Summary:

* Prototype Demo
	+ Tatooine, VBF, Conquest, 32 AI
* First Level at visual representative quality of final game
	+ Art Phase 2
* Squad Behaviour - 1st pass
	+ using cover and moving as a group, with group decision making

Technical (General):

* First Level at visual representative quality of final game
* Squad Behaviour - 1st pass

Production:

* Deliver Wii Build

## Milestone 9 - Monday, 22ⁿᵈ October 2007

Summary:

* Networking Demonstrated

Game Design:

* Combat Density Assessment available the same as other SKUs

Gameplay Features (Miscallaneous):

* Screenshots to internal flash and copying to SD card
	+ via system menu

Technical (General):

* Improved Texture Streaming
* Running from single-layer Wii Disc

* + CIS Cruiser Conquest only - separate build
	+ Dual-layer probably never needed
* Write stack trace to internal flash

Production:

* Deliver Wii Build

## Milestone 10 - Monday, 19ᵗʰ November 2007

Summary:

* Wii-exclusive arena mode

Gameplay Features (Miscallaneous):

* Wii-exclusive arena mode implemented
	+ Carbon Freezing Chamber
	+ Jedi vs. Jedi
		- displays who won, then returns to Frontend
* Combat Density
	+ Unlikely to include any iterative improvements to combat density

Art:

* Coruscant Phase 2

Technical (Rendering):

* Holes in terrain implemented
	+ Visible at same location as other SKUs
* Improved space skybox
	+ Tatooine
		- sharper stars, less pinching
* Improvement in terrain texturing
	+ Tatooine
* Revised ground area funnel on Tatooine
	+ Keep players inside the 1km area

Technical (Networking):

* Demonstrate networking
	+ Allow 2 players over LAN to traverse the vertical battlefront over a network setup
	+ Using Nintendo's WFC Network Implementation
	+ Intended for Network Test
		- Obtain Bandwidth stats
		- Test for maximum number of WFC-allowed players
	+ Test using RVT-H with Nintendo Ethernet adapters
	+ We're using ethernet adapters. Network setup using ncdconfigtool or system menu. We will deliver 21.2.2 compatible builds.

Production:

* Deliver Wii Build

## Milestone 11 - Monday, 17ᵗʰ December 2007

Summary:

* Galactic Conquest implemented

Game Design:

* Galactic Conquest implemented
	+ same content as on PC
* 7 Challenges converted from main SKUs
	+ Wii-specific Controls
	+ Gameplay will be the same
	+ Visuals will be same as normal Wii gameplay

Art:

* Tatooine Converted to Wii
	+ Just lowering poly count and and texture work
	+ No level setup is being altered
	+ Art Phase 2 is the goal, but we'll keep you informed
* Improved shadows on Corruscant
	+ Work done with Filters and resolution consistency and consistent texturing
	+ Screenshots to be sent mid milestone

Audio:

* Audio presented in build
	+ Audio will be present as in all other SKUs

Technical (General):

* Improved aliasing
	+ As it's a full-screen effect, there will be globally less jaggy edges.
* Running at 15fps
	+ Running on Tatooine, 32 AI
	+ Tatooine game play should be functionally the same as other SKUs
	+ 15fps will certainly be an average. That said, there will almost certainly be ways for it to artificially increase (say, only fly around, stand in the capital ship) or decrease (look at expensive rooms, fire rockets all the time),
* Use GameCube pad for debug usage, including AI camera (no keyboard support on Wii)

Production:

* Deliver Wii Build

## Milestone 12 - Monday, 21ˢᵗ January 2008

Summary:

* Improved Visual Effects

Art:

* Hoth - Converted to Wii
	+ Phase 2
* Cato Neimoidia - Converted to Wii
	+ Phase 2
* Death Star 2 (End of Endor) - Converted to Wii
	+ Phase 2
* Modification of environment mapping process to accurately portray character properties
	+ e.g. Jango Fett being shiny and Vader appearing matte
* Added environment mapping to backgrounds
* Pass at per-pixel parallax mapping
* Pass at per-vertex parallax mapping
* Removal of principle direction restriction from background specular

Technical (Rendering):

* Full screen filters to help visual appearance
	+ Bloom and vignette

Production:

* Deliver Wii Build

## Milestone 13 - Monday, 18ᵗʰ February 2008

Summary:

* Running at 20fps
* Story Cutscenes implemented

Art:

* Dantooine - Converted to Wii
* Endor - Converted to Wii
* Dathomir - Converted to Wii
* Kashyyyk - Converted to Wii
* Bespin - Converted to Wii
* Mustafar - Converted to Wii
* Yavin 4 - Converted to Wii
* CIS Cruiser - Converted to Wii
* Star Destroyer - Converted to Wii
* Desolation Station / Death Star Construction - Converted to Wii

Audio:

* Wii Remote Speaker Functional implemented

Technical (General):

* Running at 20fps

Production:

* Deliver Wii Build

## Milestone 14 - Monday, 17ᵗʰ March 2008

Summary:

* Battlefront Basics

Gameplay Features (Miscellaneous):

* BF Basics - Wii-Specific Controls - Infantry
	+ Sensitivity + Menu Controls
	+ Remapping Controls
* BF Basics - Wii-Specific Controls - Driving
	+ Use of tank turrets

Art:

* Death Star (Tributary Beam part) - Converted to Wii
* Old Imperial Shipyard - Converted to Wii
* Droid Control Ship - Converted to Wii
* CIS Banking Frigate - Converted to Wii
* Acclamator II - Converted to Wii
* Interdictor - Converted to Wii
* Nebulon B - Converted to Wii

Miscellaneous:

* Story Cutscenes implemented
	+ in-line with the main SKUs

Production:

* Deliver Wii Build

## Milestone 15 - Monday, 21ˢᵗ April 2008

Summary:

* Additional Levels Running at 20fps
* First Pass At Jedi Combat

Gameplay Features (Miscellaneous):

* BF Basics - Wii-Specific Controls - Turrets
	+ revisions based on playtesting
* First-pass at jedi combat
* Ships rolling on Nunchuk or Wii Remote
	+ based on playtesting

Art:

* Tatooine - Phase 3 Preview
* Coruscant - Phase 3 Preview
* Bespin - Phase 3 Preview
* Star Destroyer - Phase 3 Preview
* Interdictor - Phase 3 Preview
* Nebulon B - Phase 3 Preview

Technical (General):

* Additional levels running @ 20fps
	+ Desolation, Hoth, Dathomir, Bespin + all capital ship-only levels.
	+ Stretch Goals - Dantooine, Kashyyyk
* Detail Geoms demonstrated on Endor trees
* Artificial horizon added to reticule in space

Production:

* Deliver Wii Build

## Milestone 15a - Monday, 19ᵗʰ May 2008

Summary:

* Focus on Battlefront Basics

Gameplay Features (Miscellaneous):

* BF Basics - Wii Specific controls – Jedi / Melee
	+ Interactive Idle anim on Wii Remote whilst in melee combat
	+ General improvement in responsiveness of attack anims
* BF Basics - Wii Specific controls – Flying
	+ Absolute roll of starships on Wii Remote and/or Nunchuk
	+ Special manoeuvres on the Nunchuk+Analog Stick

Art:

* Endor - Phase 3 Preview
* Dathomir - Phase 3 Preview
* Cato Neimoidia - Phase 3 Preview
* Yavin 4 - Phase 3 Preview
* Old Imperial Shipyard - Phase 3 Preview
* CIS Cruiser - Phase 3 Preview
* Desolation Station / Death Star Construction - Phase 3 Preview
* Droid Control Ship - Phase 3 Preview

Technical (General):

* All levels running at 20fps

Production:

* Deliver Wii Build

## Milestone 16 - Monday, 16ᵗʰ June 2008

Summary:

* Focus on Battlefront Basics

Art:

* Hoth - Phase 3 Preview
* Damaged Star Destroyer - Phase 3 Preview
* Kashyyyk - Phase 3 Preview
* Death Star (Tributary Beam part) - Phase 3 Preview
* Death Star 2 (End of Endor) - Phase 3 Preview
* Mustafar - Phase 3 Preview
* Banking Clan Communications Frigate (Munificient Class) - Phase 3 Preview

Technical (Rendering):

* Additional effect during cloud layer transitions

Technical (General):

* Split-screen functionality

Production:

* Deliver Wii Build

## Milestone 17 - Monday, 21ˢᵗ July 2008

Summary:

* Pre-Alpha

Gameplay Features (Miscallaneous):

* Alternate Jedi control schemes
	+ Three Controller schemes will be in place, switchable through the debug menu. Scheme 3 will be the default.
	+ 1. Press Button to continually cycle through melee anims and until enemy character is nearly dead. Player will then be prompted to swipe left/right, right/left, up/down, or down/up with the remote to initiate a final blow (which will be an overhead strike at the moment).
	+ 2. All attack controls on Nunchuk controller.
	+ 3. Movement on Nunchuk, Attack button on Remote (cycling through anims as per other platforms). Lock-On to an enemy allows the remote to be used with motion sensing.

Art:

* Acclamator II - Phase 3 Preview
* Dantooine - Phase 3 Preview

Technical (Rendering):

* Improvements to particle system
	+ Implementation of local space particles
	+ Examples of this working will be muzzle flash and engine glows which are currently missing in the Wii build.
* Cloaking effect
	+ Will appear as per other platforms.
* Cloaking effect
	+ Will appear as per other platforms.

Production:

* Deliver Wii Build

* Art Definitions
* Story Design/Setup Definitions
* Challenge Defintions
* Multiplayer Design/Setup Definitions
* Animation Defintions
* Animation Cutscene Definitions

### Phase 0

* Layout on paper & blockout & single spawn point for functionality

### Phase 1

* Terrain, Building (Static Object), Lightmaps not to Final Quality
* All subject to Design Changes

### Phase 2

* Final Terrain Heightmap & Placement of Static Objects
* Final Terrain & Static Object Textures to releasable quality
* Lightmap improvements
* Static Object Details Final
* Level Specific Particle Effects & Environmental Effects Improved

### Phase 3

* Finalised Atmospherics, e.g. Particle Effects & Environmental Effects
* Final Level Specific Particle Effects
* Final Lighting
* Final Optimised Shaders ensuring no visual degradation

### Phase 4

* Alterations from Battlefront Basics and Story Objectives Scrub
* Fit within the poly budgets, LODs set to sensible distances to achieve this
* Final Polish

- Planet and capital ship to make complete Story VBF Level

### Phase 0

* Layout on paper & blockout & single spawn point for functionality
* Test Vehicle included where necessary to navigate around environment
* Single Layer, not setup as VBF

### Phase 1

* Base level of Setup (including initial ticket allocation for playtesting)
* Initial Player & Vehicle Spawns for commencement of Play Testing
* Placeholder HUD messages in place of Objectives. These will trigger and direct player to complete them in order, but will not be final props, animation or gameplay.

### Phase 2

* Additional layer of props such as doors and destructible objects
* Gameplay tweaked following Play Testing
* Placeholder HUD messages in place of Cutscenes
* Objectives in place, not final balancing, tuning or animations
* Further Play Testing

### Phase 3

* No new assets or objectives will be added to the level after this phase
* All Primary and Secondary Objectives in place, not final balancing, tuning or animations

### Phase 4

* Balanced and Finalised following Play Testing

### Phase 0

* Layout on paper, objectives, start/end points established

### Phase 1

* Blockout
* HUD messages and objectives are placeholder
* Gives general impression of Gameplay

### Phase 2

* Objectives in place but not final balancing, tuning or animations
* Gameplay close to final experience
* Can be evaluated sensibly

### Phase 3

* Sensible scoring conditions and grades
* Complete apart from minor bugs, minor polish

- All applicable Gamemodes

### Phase 0

* Layout on paper & blockout & single spawn point for functionality of Conquest Mode
* Test Vehicle included where necessary to navigate around environment
* Single Layer, not setup as VBF

### Phase 1

* Base level of Setup
* Initial CP's & Vehicle Spawns for commencement of Play Testing
* Placeholder HUD messages in place of Objectives

### Phase 2

* Additional layer of props such as doors and destructible objects
* CP placement tweaked following Play Testing
* Vehicle Spawn Location tweaked following Play Testing
* Objectives in place but not final balancing, tuning or animations
* Assault Objectives pending Phase 2 Story setup. Where applicable, the Assault Objectives will be shared with the \*Story Objectives
* Further Play Testing

### Phase 3

* No new assets or objectives will be added to the level after this phase
* CP placement tweaked following Play Testing
* Vehicle Spawn Location tweaked following Play Testing
* All Objectives in place but not final balancing, tuning or animations
* Assault Objectives pending Phase 3 Story setup. Where applicable, the Assault Objectives will be shared with the \*Story Objectives
* Further Play Testing

### Phase 4

* Balanced and Finalised following Play Testing

### Phase 1

* Animations functional
* No breaks
* Free from all code issues

### Phase 2

* Anims to be used in final game
* No obvious artifacts
* Near-final polish

### Phase 1

* Storyboards and/or rough geometry animatics

### Phase 2

* Mo-capped animation in and camera direction in place
* No lip-sync
* Not all props
* Not all visual effects
* Not final sound effects / ambient effects / music

### Phase 3

* Final lip-sync
* All props in place and correctly animated
* All visual effects in place, but not final
* All sound effects / ambient effects / music in place, but not final

### Phase 4

* Final props in place and correctly animated
* Final visual effects in place
* Final sound effects / ambient effects / music in place

## References

* Milestone Definitions v3.5\_REDLINE.doc (06/12/2007)
* PC Product Design & MS Schedule\_MWK\_v1.1\_REDLINE.doc (20/07/2007)
* BFIII Wii Milestone Schedule v1.4\_REDLINE.doc (06/12/2007)
* BF3\_Roadmap\_20080707\_Internal.xls (07/07/2008)
* BF3\_Roadmap\_PC\_20080707.xls (07/07/2008)
* BF3\_Roadmap\_Wii\_20080707.xls (07/07/2008)