Milestone 20

* Milestone Schedule
* Roadmap
* Roadmap/Wii
* Roadmap/PC
* Release Notes
* Milestone Feedback
* Hoth Feedback
* Tatooine Feedback

## 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 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 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 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

## Hardware Prerequisites

XBOX 360

* FLASH 6683
* XDK 6534.4

This is different from the previous milestone.

Note: In order to play the game on XBOX360, each player now needs to sign in with separate profile to be able to play in splitscreen.

PLAYSTATION 3

* SDK 2.0.0
* Target Manager 1.7.11.8

This is different from the previous milestone.

NOTE: It is not possible to downgrade back to 1.9.0 once the update has been applied.

WII

* Firmware 21.2.2
* SDK 2.4 Patch 6

This is unchanged from the previous milestone.

PC

* 1GB RAM, 3GHz P4 CPU, 256MB video card (shader 2.0)

This remains the same as the previous milestone.

## Setup / Art (ALL PLATFORMS)

Can play through Story mode from beginning to end - NEW

NOTE - 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.

All 16 cutscenes in the build and individually selectable from the front end menu in the Extras section or from the game launcher.

Tatooine

* Art – Phase 3 - NEW

* Training (Phase 2)
* Assault (Phase 3) – NEW

	+ There is a random crash when playing as the CIS faction.
* Heroes vs Villains (Phase 3) - NEW
* Hunt (Phase 3) - NEW
* Conquest (Phase 3) - NEW

Coruscant

* Story (Phase 3) - NEW
* Conquest

Bespin

* Art (Phase 2) – NEW
* Splitscreen VBF - NEW
* Conquest
* Story (Phase 3) – NEW
* Hunt (Phase 2) - NEW

Endor

* Story (Phase 2)
* Conquest
* Assault (Phase 2)

Kashyyyk

* Art (Phase 1)
* Story (Phase 2) – NEW
* Multiplayer (Phase 1) - NEW
* Conquest (Phase 2) - NEW
* Hunt (Phase 2) - NEW

CIS Munificent (frigate) – (in Tatooine Conquest)

* Art (Phase 2)

Dathomir

* Story (Phase 1) – NEW

	+ Use the DEBUG EXE to play through Dathomir Story
	+ To enter the shipyard fly straight towards the objective marker
* Art (Phase 1)
* Shipyard (Art Phase 1)
* Multiplayer (Phase 1)

Yavin IV

* Story (Phase 2) – NEW
* Conquest (Phase 2)
* Reb Nebulon exterior

Hoth

* Art – (Phase 2) – NEW
* Splitscreen VBF - NEW
* Story (Phase 3) – NEW

	+ The AT-ATs have to be destroyed using the snowspeeder and rope to continue.
* Conquest
* Assault

CIS Cruiser

* Conquest

Cato Neimodia

* Art (Phase 2) – NEW
* Splitscreen VBF - NEW
* Story

Desolation Station / Death Star Construction

* Art (Phase 2) - NEW

Dantooine

* Story (Phase 1)

Droid Control Ship

* Art (Phase 2) – Interior and Exterior

Death Star 2 (End of Endor)

* Art (Phase 2) –

	+ Improved texturing, reflective surfaces, some optimisation.

Reb. Mon Calamari Cruiser

* Art - Fully modelled exterior

Nebulon B Frigate

* Art (Phase 2)

Republic Frigate – Acclamator II - NEW

* Art (Phase 2)

	+ Accessible through the Freeplay menu

Interdictor (Imperial Medium Ship)

* Art (Phase 2) – NEW

	+ Accessible through the Freeplay menu

Republic Cruiser (Venator Class) - NEW

* Art – Fully modelled exterior

	+ Can be seen in Coruscant Trailer (Freeplay)
	+ Exterior only

Challenge 1 – R2D2 vs Buzz Droids

Challenge 2 – Tatooine Speeder Race (Phase 2) - NEW

Challenge 3 – SW Story Classic (Phase 2) - NEW

Challenge 4 – Tank Buster (Phase 2) - NEW

Challenge 5 – The Kessel Run (Phase 1) – NEW

Challenge 6 – Infantry Survival School (Phase 1) – NEW

Challenge 7 – Han Solo Covering Fire (Phase 1) – NEW

Challenge 8 – Anakin Starfighter (Phase 1) – NEW

## Code

###### HUD

* Tidied up HUD messages and prompts

	+ This is not a new HUD, the button prompts will be made neater and messages won’t overlap
* Objectives direction indicator
* Signposting (VBF and minimap)

	+ Conquest

		- Command posts (owned, neutral, enemy) are shown on the game screen with their distance from the player. Command posts shown on the minimap also convey ownership status.
	+ Story

		- Off-screen objectives are represented by a coloured arrow at the border of the screen. Objectives (main and bonus) are represented by a star icon. Objectives show on the minimap.
* Capital Ship health on HUD

	+ Can be seen in Coruscant Conquest
* Picture-in-Picture will be included on Conquest as will Capital Ship Health on HUD.

	+ Can be seen in Tatooine Conquest as Capital Ships take increasing amounts of damage

###### Player

* Player Character movement and physics improved
* Revision of controls

	+ Detailed controls are at the end of this document.
* Handling and health tied to character classes
* Infantry using BF2 style auto-aim handling
* Separate camera for melee combat
* Shaky cam (animated 3rd person player camera.)
* Camera collisions improved
* Improved blends between different camera types
* Heavy-weapon lock-on (homing missles)

	+ If an infantry player holds the crosshair over a vehicle when they have a rocket launcher they can lock-on and fire a homing missile.

		- This can be seen on Coruscant Trailer – swap weapons with a Heavy Trooper (get close and press RB on a 360 pad) then proceed to the “Take out the approaching AATs” objective and target a moving AAT.
		- In Tatooine Assault, play as Republic and select the Heavy Trooper class. Proceed to the second objective and land on Tatooine. A pair of CIS Bomber will make repeated strafing runs. Use this behaviour to assess lock-on/homing missiles on flying craft.
* Weapons and fire rates appropriate for all characters
* Improved player centricity on ground, space and capital ship

	+ When player is in a frigate AI will spawn in gunships, bombers and starfighters.
* Player collisions improved

	+ 1st iteration of new system for binding animation and physics
	+ Environment navigation should be less problematic and with smoother animation
* Session Unlock Content

	+ Tier 5

		- A total of 5 additional weapons can be unlocked by the player, one for each of the character classes:

			* Solider Class – Han Solo’s DL-44 Blaster
			* Heavy Weapons Class – Boba Fett E-3 Blaster
			* Sniper Class – Zam Wessel’s Sniper Rifle
			* Support Class – Jango Fett Blaster
			* Melee Class – Gaffi Stick
	+ The allocation and content of these unlocks is intended to demonstrate the system working only. Both will likely change as a result of ongoing discussions.
	+ Enabled through “Unlock Everything” cheat on the BF debug menu

***AI***

* Attack states tweaked. AI less fidgety

	+ Less changing of guns
	+ Grenade dives less effective
	+ Less rolling
* Enemy gunships attack infantry units around player

	+ LAAT’s in Coruscant Conquest
* Capital ships bombard ground near player

	+ Priority is vehicles then groups then single AI
	+ Improved impact FX will be present
	+ AI won’t always hit
* AI use turrets against appropriate target types

	+ Anti-vehicle turrets
	+ Anti-infantry turrets

These can be seen in Tatooine Conquest and Hoth Conquest

* Capital Ships fire on each other and enemy starfighters

	+ Capital Ship health is increased
* Bombers attack enemy ships
* Starfighters and bombers engage in dogfights
* Enemy gunships will land and assault player’s capital ship

	+ Unmanned gunship turrets will still fire
	+ Can be seen in Tatooine Conquest as troops attempt to attack a capital ship reactor

###### Vehicles

* Ground and Space Vehicle controls feature lock-on and special moves
* Clone Hover Tank

	+ More responsive, collision less bouncy
* Improved camera positioning (including remote guns)
* Weapons and fire rates appropriate for all vehicles
* Concussion Missiles from vehicles
* Energy Torpedoes

	+ Droid Starfighter use these direct-fire / non-homing missiles.
	+ They will have differentiating graphics
	+ Tatooine Conquest, CIS Munificent Capital Ship
* Vehicle weapons implemented

	+ Blasters and Lasers
	+ Homing Missiles with lock-on
	+ Bombs (no specific bombing GFX planned)
	+ Heat Seeking Missiles
* ARC-170 is be playable in Coruscant Trailer and Tatooine Conquest ( in the Acclamator Hangar)

###### Animations

* Traversals (Walk, Run, Crouch, Crouch+Walk, Roll and Jump unless specified) – See Anim Test Room

	+ Durge
	+ IG-88
	+ View in Anim Room MS20

* Prone has been removed from all characters as agreed with LEC

* Vehicle Anims can be tested in Anim Test Room

	+ X- Wing
	+ V-Wing
* Rancor in-game

	+ In Dathomir

		- Use the DEBUG EXE to run Dathomir Story to see the Rancor.

###### Audio (Leading on PC)

* Tattooine Planet Ambience

+ Planet, Frigate, Capital Ship

* Traversals

	+ MS18 Traversals

		- Clone Trooper / Male Humanoid
		- Battledroid
		- Sound FX = dirt, grass, metal, snow, water, wood
* All Republic Weapons (sfx for fire, reload (where appropriate) and melee (where appropriate))

See any Clone Era Instant Action

+ Infantry

	- dc15  blaster rifle
	- shotgun
+ Heavy

	- PLX rocket launcher
	- minigun
+ Sniper class

	- dc15 sniper rifle
	- disruptor pistol
+ Engineer

	- Arccutter
	- Sonic charge launcher

* Normal Hit Reacts (Delivery 1) – See Test Room

+ Clone Trooper
+ Battledroid

NOTE: For each shot landed, there will be the appropriate body material impact sound occasionally accompanied by vocal effects

* Tauntaun – See Hoth Instant Action / Test Room
* Krayt Dragon – Seen in Tatooine Training
* Rancor – Seen in Dathomir Campaign
* Anti-vehicle turrets
* Frigate Destructions – See any Instant Action
* Medium Attack Vehicles (Delivery 1)

	+ AAT
	+ Hailfire Droid

Both can be found in the latter stages of the Tank Buster challenge

* Scout Fighters (Delivery 1)

	+ Republic Starfighter – See Tatooine Training
* Scout Vehicles / Bike (Delivery 1)

	+ AT-RT – See Clone Era Tatooine Instant Action
* Scondary Weapons

	+ Cloaking Device

### PC

* Frontend feature complete
* Profiles and Profile saving

	+ Saving of Progress through Campaign Mode
	+ When a checkpoint 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

###### Wii

* Galactic Conquest implenmented

	+ Same content as PC
* 7 Challenges from the main SKUs

	+ C1 - Artoo Hit the Buzz Droid
	+ C3 - SW Story Classic
	+ C5 - The Kessel Run
	+ C6 - Infantry Survival School
	+ C7 - Han Solo Covering Fire
	+ C8 - Anakin Starfighter
	+ C12 - Rebel Marksman
	+ Wii Specific controls (detailed at the end of this document)
	+ Same gameplay as main SKUs
	+ Visuals will match normal Wii gameplay
* Tatooine Art converted to Wii

	+ Lowering poly count and and texture work
	+ No level setup is being altered
	+ Art Phase 2
* Improved Shadows in Coruscant

	+ New lighting on the exterior rings
* Audio will match other SKUs
* Improved aliasing

	+ Achieved by constantly moving the camera and applying a motion blur. The anti-aliasing effect of this should improve with a better framerate
* Running at 15fps – Check via on-screen counter

	+ Tatooine
	+ 32 AI
	+ 15fps as an average

		- Instant Action -> Tatooine -> Conquest -> Begin
		- Average time should include some time spent on the capital ship
* Uses GameCube pad for debug usage including AI camera

	+ Debug controls are now mapped to the 4th Gamecube controller, navigated with the + pad and brought up with Start/X. A is select and B is back.

### Other

* Balancing tools

***Stage (PC only)***

##### Heroes & Villains

* Darth Vader
* Mace Windu
* Jango Fett
* Princess Leia
* Princess Leia (Post Episode VI)
* Lando Calrissian
* Zam Wessel
* Droideka
* IG88
* Rep. Clone Skytrooper
* Palpatine
* Darth Sidious / Emperor
* Darth Tyrannus / Count Dooku
* Darth Maul
* Chewbacca

* Tarrful
* Kota (blind)
* Lobot
* Sith Witch 1
* Aayla Secura
* Anakin (ep3)
* Yoda
* Han Solo
* Young Obi-Wan
* Old Obi-Wan
* X1 (Act 1)
* X1 (Act 2)
* X1 (Act 3)
* X2 (Act 1)
* X2 (Act 2)
* X2 (Act 3)
* Luke Skywalker (Episode VI)
* Luke Skywalker (Pilot) **- NEW**
* Shara
* Falon Grey (Act 2)
* Ferroda
* Wedge – **NEW**
* Tortured Imperial Officer **– NEW**
* Ryder (Zev) – **NEW**
* Durge - **NEW**

##### Imperials

* Imp. Officer
* Imp. Stormtrooper
* Imp. Scout trooper
* Imp. Dark Trooper
* Imp. Shock Trooper
* Imp. Snow Trooper
* Imp. Pilot (Engineer)
* Imp. Guard

##### Rebels

* Rebel Marksman
* Rebel Soldier
* Rebel Soldier (Hoth)
* New Republic Soldier (Alt Rebel) - **NEW**

##### Republic

* Rep. Clone Commander

* Rep. Clone Trooper
* Clone Sharpshooter
* Rep. Clone Jet Trooper (engineer)
* Rep. Clone Heavy Trooper

##### CIS

* MagnaGuard
* Battle Droid
* Super Battle Droid
* Assassin Droid
* Pilot Droid

##### Droids

* C-3PO
* R2-D2
* MSE-6 (Box) Droid
* Medical Droid
* Dwarf Spider Droid
* Tri-Droid
* Ammo / power droid
* R4G9
* Buzz Droid
* Imperial Probe Droid

##### Beasts / Humanoids

* Rancor
* Krayt Dragon
* Ewok
* Militiamen of Dantooine (x3)
* Gungan
* Tauntaun
* Jawa
* Kaminoan **– NEW**
* Dathomir Rebel #1 – **NEW**
* Dathomir Rebel #2 – **NEW**

##### Space Vehicles

* Millenium Falcon
* Imp. TIE Interceptor
* Rep. X-Wing
* Sith Infiltrator
* Rep. Gunship (LAAT)
* CIS Gunship
* CIS Droid Starfighter
* Rep. Carrier Gunship (LAAT/c)
* Rebel B-Wing
* Rebel V-Wing
* Rebel A-Wing
* Rebel Y-Wing
* Rep. Starfighter
* Rep. Jedi Starfighter
* Rep. ARC-170 **- NEW**
* CIS Tri-fighter
* Imperial shuttle
* CIS Landing ship
* CIS Escape Pod
* Imp. Tie Fighter
* (Imp) Slave 1
* CIS Strike Bomber
* Geo Starfighter

##### Ground Vehicles

* CIS Hailfire droid
* CIS AAT
* Rep. Clone Hovertank
* Snail Tank
* AAC-3
* T4B
* Sith Speeder
* Imp. Speeder Bike
* CIS STAP
* Rep. BARC Speeder
* Rep. AT-RT
* Imp. AT-ST
* ATTE
* HTT
* Tie Bomber
* T47 Snowspeeder
* Spider Droid
* SPHA-T
* Reb Medium Transport
* Theta AT-AT Barge
* CIS MTT **- NEW**

##### Weapons

* CIS Electrostaff
* Rep. Vibrolance (Power Lance)
* Reb. Reinforced Combat Staff
* Imp. Force Pike
* Westar-34 Blaster
* Rep. DC-15 Blaster
* Rep. DC-15a Blaster Rifle
* Imp. E11 Blaster Rifle
* CIS E-5 Blaster Rifle
* Reb DH-17 Blaster Rifle
* E-3 Blaster Rifle
* Rep. Minigun
* CIS Minigun
* Reb. Minigun
* Imp. Minigun
* Reb E17d Sniper Rifle
* Imp. Modified BlasTech E-11s Sniper Rifle - **NEW**
* Zam Wessel Sniper rifle
* Rep. DC15s Pistol
* CIS Blaster Pistol
* Rep. Disruptor Pistol
* CIS Disruptor Pistol
* Reb. Disruptor Pistol
* Imp Disruptor Pistol
* Imp. BlasTech SE-14r Blaster Pistol **- NEW**
* Reb. DL-44 Blaster Pistol
* Zam Wessel Pistol
* Rep. Shotgun
* Reb. Shotgun
* Imp. Blast Cannon
* Rep. Grenade Launcher
* CIS Sonic Charge Launcher
* Reb Sonic Charge Launcher
* Imp Sonic Charge Launcher
* Rep. Rocket Launcher
* Reb HH15 Rocket Launcher
* Imp. MiniMag PTL Rocket Launcher **- NEW**
* Rep. Sorosuub Fusion Cutter
* CIS Arc Cutter
* Reb. Arc Cutter
* Imp. Art Cutter **- NEW**
* Rep. Fusion Cutter
* Rep. Thermal Detonator
* Barium Core Thermal Det
* Merrson Thermal Det
* Rep. Det Pack
* Rep. Mine (HX2)
* Golan Arms KE-6b Mine
* 3HX3 Mine
* Chewbacca’s weapon
* Sith Witch Lightsaber
* Kota Lightsaber
* X1 Lightsaber
* X2 Lightsaber
* Falon Grey Lightsaber
* Ferroda Lightsaber
* Dantooine Militiamen Rifle **- NEW**

##### Props

* Rebel Turret (Desert)
* Laser Beam Turret
* Concussion Cannon Turret

## Known Issues:

PLAYSTATION 3

* The Krayt Dragon breaks the skinning code. It doesn't seem to crash, but does cause graphical corruption.

WII

* The “wait” bar doesn't appear Galactic Conquest
* Some of the longer audio samples are missing from the Wii build due to memory concerns
* Corrupt profiles in the NAND can cause crashes. This has been observed occurring on loading the front end and when selecting the challenge menu. If this occurs please delete the contents of the test kits NAND memory using the Save Data Utility.

PC

* Transition from Yavin to Hoth doesn't load (memory issue)
* Transition from Hoth to Endor doesn't load (memory issue)
* Checkpoint restarts crash relatively frequently (about 1/2 the time).
* Dathomir Campaign level crashes in release build (by the Rancor) but works in debug.

GENERAL

* Not present due to the new animation system:

	+ Guns, gun positions, aiming/reloads etc; (all using same hold pose)
	+ Some of the audio triggers for delivery are reliant on these animations (e.g. reload audio won’t play without reload animations)
	+ Grenade throws
	+ Jumps/rolls not final
	+ Hit reacts (inc audio) not all present
	+ Physics effects on NPC's from Force Powers.
	+ Force push and pull will not work on any props.
* Some assets are absent from the initial upload and will follow immediately:

	+ Durge animations (stage, anim test room)
	+ Imp. Arc Cutter (stage)
	+ Dantooine Militiamen Rifle (stage)
	+ Generic Anti Vehicle turret (stage)
	+ Interdictor level (freeplay)

## Optimisations

DONE

* LODs for Hoth, Cato Neimodia, and Bespin
* Texture defragmentation done on GPU rather than CPU (360 only)

PLANNED

* Low poly collisions on Coruscant & Tatooine
* Switching to Havok character controller
* Engine optimisations

## Revised Controls

The details below represent the Xbox 360 controller. The PlayStation 3 control layout will be identical.

**Infantry controls:**

The two major modifications are the sprint and weapon-zoom:

* Sprint now functions as a toggle, which can be switched on/off while the player is running forward. It will be automatically switch off when the player stops the forward movement.
* Weapon zoom now requires the player to hold down the LT button, when it is released the camera goes back to normal view.

**Melee / Jedi (when melee weapon equipped):**

As infantry, but

**NOTE**: The control revision has affected the FLY cheat controls slighty:

Revised Controls (Cont.)

Wii controls

Debug controls are now mapped to the 4th Gamecube controller, navigated with the + pad and brought up with Start/X. A is select and B is back.

**To select the alternate control scheme:**
Pause > Controls >Controller config.

The alternate scheme is type B, this will likely be highlighted but it is necessary to move forward or back a scheme and return it to type B in order to register.

Press Z
Select Yes once
Press minus

*Same for both configurations*

**Jedi:**

*Same for both configurations*

Wii controls (*Cont.)*

**Flying:**

*Same for both configurations*

**Vehicle:**

*Same for both configurations*

**Turret:**

*Same for both configurations*

Because of Wikia limitations, we can not recreate Excel documents. Click here to go to the Google Sheets version.