Milestone 21

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* Roadmap
* Release Notes
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## 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 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

## 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

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.

Note – For all levels featuring trees (Endor, Dantooine, Yavin, Kashyyyk) – there have been some issues in terms of balancing the lighting of trees against characters/props and as such has resulted in the latter looking a little flat. This is a known issue and will be resolved in next month’s delivery, but should not prevent the assessment of new level art phases for this month.

Tatooine

* Art – Phase 3

* Story – Phase 3 - NEW
* Training (Phase 2)
* Assault (Phase 3)
* Heroes vs. Villains (Phase 3)
* Hunt (Phase 3)
* Conquest (Phase 3)

Coruscant

* Art (Phase 3) - NEW
* Story (Phase 3)
* Conquest

Bespin

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

Endor

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

Kashyyyk

* Art (Phase 1)
* Story (Phase 3) – NEW
* Multiplayer (Phase 1)
* Conquest (Phase 2)
* Hunt (Phase 2)

CIS Munificent (frigate) – (in Tatooine Conquest)

* Art (Phase 2)

Dathomir

* Story (Phase 2) – NEW

		- Currently, there is an issue whereby if the player dies and restarts from the Sith With encounter, all objectives are wiped and the player faces an endless army of Sith Witches. It is either best to play with God mode for checking objective triggers or simply restart the level from the beginning.

- Inside of the old Imperial Shipyard there are two targets the player must destroy; the coms array and the central reactor. In the current set-up the player should be shooting directly at the objective markers to complete this section of the level.

* Art (Phase 1)
* Shipyard (Art Phase 1)
* Multiplayer (Phase 1)

Yavin IV

* Story (Phase 3) – NEW

	+ Asteroids will be replaced with Death Star debris, but are representative of gameplay in the final section of the level.
* Conquest (Phase 2)
* Reb Nebulon exterior

Hoth

* Art – (Phase 2)
* Splitscreen VBF
* Story (Phase 3)
* Conquest
* Assault
* Wii art conversion - NEW

Mustafar

* Story (Phase 3) – NEW
* Splitscreen VBF – NEW

CIS Cruiser

* Conquest

Cato Neimodia

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

Desolation Station / Death Star Construction

* Art (Phase 2)
* Story (Phase 3) – NEW

Dantooine

* Art (Phase 2) – NEW

- It is understood that the turrets placed by the bridge in the middle of the map do not currently sit flush with the environment. We will be working towards adjusting the terrain to marry the two properly.

* Splitscreen VBF - NEW
* Story (Phase 2) - NEW
* Multiplayer (Phase 1) – NEW

Droid Control Ship

* Art (Phase 2) – Interior and Exterior

Death Star 2 (End of Endor)

* Art (Phase 2)

Reb. Mon Calamari Cruiser

* Art - Fully modelled exterior

Nebulon B Frigate

* Art (Phase 2)

Republic Frigate – Acclamator II

* Art (Phase 2)

Interdictor (Imperial Medium Ship)

* Art (Phase 2)

Republic Cruiser (Venator Class)

* Art – Fully modelled exterior

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

Death Star 2

* Wii art conversion - NEW

Challenge 5 – The Kessel Run (Phase 2) – NEW

Challenge 6 – Infantry Survival School (Phase 2) – NEW

Challenge 7 – Han Solo Covering Fire (Phase 2) – NEW

Challenge 8 – Anakin Starfighter (Phase 2) – NEW

Challenge 9 – MSE Droid Racing (Phase 1) – NEW

 - Droid can occasionally overturn and/or get stuck on the environment. We are aware of this and will be addressed for Phase 3

Challenge 10 – Bounty Hunting (Phase 1) – NEW

Challenge 11 – AT-AT Fall Down (Phase 1) – NEW

- In the current setup, it can take a while for more AT-ATs to be delivered. In the meantime, rebel gun turrets can be destroyed to accrue points and trigger the end screen/scoring.

Challenge 12 – Rebel Marksman (Phase 1) – NEW

Miscellaneous

* Trailer setup to ensure AI have the best chance of being in front of the player

## Code

###### GAME

* Galactic Conquest Bonuses implemented
* Galactic Conquest Phase 2 Multiplayer

	+ Splitscreen, Coop & Competitive
	+ Able to play through GC from start to finish per design
* All scenarios setup

	+ Including all win/lose conditions attached to each scenario

###### Player

* Anti-starfighter turrets

	+ Generic version and Cato Nemoidian version

		- Generic Turrets available on Dantooine
	+ Generic Turrets will be player-controlled and Cato turrets will be controlled by AI
* Battlefront Basics

	+ Controls

		- Jedi (includes lightsaber attacks, defense, and force powers)

			* R2 attacks with a combo, in 'infantry mode' or in 'duel mode'
			* In 'duel lock' there are also extra controls. Hold L1 and move the right stick:

				+ Up for block
				+ Down for overhead attack
				+ Right for left-to-right attack
				+ Left for right-to-left attack
	+ Accessibility

		- Discussed separately
	+ AI (still under revisit from December MS)

		- AI Steering improved, AI better demonstrated through fixed animation (ie: taking cover), improved pathfinding
	+ Combat Density (still under revisit from December MS)

		- AI is more contextually aware. For example, AI on foot shouldn’t consider themselves vehicle pilots.
	+ Flying combat

		- Evasive moves have been tweaked
* Camera / Animation smooth when transitioning into hangers

***AI***

* Anti-starfighter turrets

	+ See Player section above

###### Vehicles

* Turrets on vehicles

	+ IFT
	+ Droid gunship
	+ ATTE
	+ Clone Hover Tank
	+ HTT
	+ AAC
	+ Imperial Shuttle
	+ Y-Wing
	+ ARC-170
* Turrets with approriate audio/visual effects
* Multi-person setup where appropriate
* ARC-170, although a 3 person ship, is a bomber and all other bombers are operating as single occupancy. This will too

###### Animations

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

	+ Lance Trooper
	+ Prone has been removed from all characters as agreed with LEC
* Republic Weapons

	+ All 1st Person
* Rebellion Weapons

	+ All 1st Person
* Imperial Weapons

	+ All 1st Person
* CIS Weapons

	+ All 3rd Person
* Scout Vehicles / Bikes Delivery 1 – See Anim Test Room

	+ Sith Speeder
	+ AT-RT
* Bombers – See Anim Test Room

	+ ARC-170
	+ Confederacy Strike Bomber
* Melee Hit Reacts

- All Melee Hit Reacts are viewable from the Character Stage, use [ and ] to cycle.
- Spoiled Clone Wookie and Trooper Melee Hit Reacts were deemed not applicable, since they already have quite strong and expressive projectile hit reacts which should suffice for both.

+ Clonetrooper
+ Magnaguard
+ Ewok
+ Droideka
+ Battledroid
+ Gungan
+ Super Battledroid

* Miscellaneous

	+ Improved Starfighter explosion effects

Note – As discussed during FRD visit to Lucas Arts (week beginning 14th Jan), due to the prioritisation of code work for the implementation of the new Jedi control scheme, it has not been possible to implement the following animations in-game;

- Hero Force Powers
- Villain Force Powers - Delivery 1
- Force Power Hit Reacts

The actual animation work has been completed and these anims will be implemented in MS22.

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

* Coruscant Planet Ambience

	+ *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 Ambience

	+ *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 Ambience

	+ *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*
	+ *shoresplash* - triggerable sound of spalshing lava to add to lava flow noise
* Hoth Planet Ambience

	+ *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 & distance from base
* Desolation Station / Death Star Construction Ambience

	+ *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* - wookie detention area
	+ *hangar*
	+ *tunnel\_drill2cave* - ambience with distant drills for sloping tunnel area to the cave section
* Endor Planet Ambience

	+ *basecorridor* - beginning of bunker area
	+ *ewokvillage* - wind and swinging rope bridge noises
	+ *forest*
	+ *airconunit* - pad for beginning of bunker
	+ internal console beeps for bunker
	+ electric snap for power coils (in sequence) in bunker
* Kashyyyk Planet Ambience

	+ *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 Ambience

	+ *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

* Traversals

	+ 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
* All Rebellion Weapons
* All CIS Weapons
* 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

	+ Snail Tank
	+ IFT-T
	+ AAC-1
* Multi-Purpose Fighters Delivery 2

	+ Droid Starfighter
	+ X-Wing
	+ TIE Fighter
	+ V-Wing
* Scout Fighters Delivery 2

	+ A-Wing
	+ Tie-Intercepter
	+ Tri-Fighter
* Normal Hit Reacts Delivery 2

	+ Spoiled Stormtrooper Clone
	+ Spoiled Stormtrooper Clone
	+ Droideka
	+ Gungan
* Melee Hit Reacts

	+ Spoiled Stormtrooper Clone
	+ Spoiled Stormtrooper Clone
	+ Clonetrooper
	+ Droideka
	+ Battledroid
	+ Gungan

### PC

* Installer fully integrated and functional

	+ Installshield - 2008 Premier Edition

**360**

* Preliminary Gamespy functionality

###### PS3

* All Online Matchmaking features functioning on PS3
* PS3 debug build optimised – improved frame rate

###### 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

###### Network

* 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
	+ Prelminary NAT negotiation
* Multiplayer Online

	+ Capacity for 49 AI controlled. Uncapped Max players

### Other

* Dedicated, standalone WinOS server for PC

	+ Should run on any Win O/S, but has only been tested on XP
	+ Limited Log output at the moment
* Dedicated Linux-based server for PC

	+ Has only been tested on Fedora Core Linux O/S
	+ Limited Log output at the moment
* Applet and documentation located at:

\bfnetgame\publisher\game\BF3RemoteAdmin\

* Fly cam controllable by second joy-pad
* Revolve 360' around player or props

***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 (**new head**)
* Han Solo (Stormtrooper) (original head) **- NEW**
* Young Obi-Wan
* Old Obi-Wan **- REVISIT**
* X1 (Act 1)
* X1 (Act 2)
* X1 (Act 3)
* X2 (Act 1)
* X2 (Act 2)
* X2 (Act 3)
* Luke Skywalker (Episode VI) (**new head**)
* Luke Skywalker (Pilot)
* Luke Skywalker (Stormtrooper) (original head) **- NEW**
* Shara
* Falon Grey (Act 2)
* Ferroda
* Wedge
* Tortured Imperial Officer
* Ryder (Zev)
* Durge
* Padme (Episode II) **- 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)

##### 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
* Dathomir Rebel #1
* Dathomir Rebel #2
* Tusken Raider **- 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
* 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

##### 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
* 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
* 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
* Rep. Sorosuub Fusion Cutter
* CIS Arc Cutter
* Reb. Arc Cutter
* Imp. Art Cutter
* 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
* Jawas **– NEW**
* Princess Leia (Ep. IV) **– NEW**
* Anakin Lightsaber **– NEW**
* Yoda Lightsaber **– NEW**
* Obi-Wan Kenobi Lightsaber **– NEW**
* Mace Windu Lightsaber **– NEW**
* Aayla Secura Lightsaber **– NEW**
* Darth Vader Lightsaber **– NEW**
* Darth Sidious / Emperor Lightsaber **– NEW**
* Asajj Ventress Lightsaber **– NEW**
* Luke Skywalker Lightsaber **- NEW**

##### Props

* Rebel Turret (Desert)
* Laser Beam Turret
* Concussion Cannon Turret
* Generic Anti-Air Turret **- NEW**

## Known Issues:

GENERAL

* Currently, the player can move around between the two initial cutscenes at the start of Tatooine Story. If you do this, it may break the setup - you may not be able to activate the button on the antenna, and hence be unable to complete the first objective and, subsequently, the level.

## Optimisations

DONE

* Havok Welding : currently turned off, data to be cached/stored
* Particle Strips : interpolated data
* Doors : only update physics when moving
* Points Of Interest : distance reduced, culling changed.
* CML : timesliced
* Texture Streaming : timeslicing increased
* Vistable : checks improved
* Terrain Tick : moved to thread
* Ship Props : streamlined with no driver
* Vehicle Props : removed unused code
* Particle System Handles : turned into pointers
* Particle optimizations : CML cached
* Removed cover maintainer components from remote props
* Sphere tree node splitting branches removed
* CTriggerIteratorChrs optimized
* AI Flying Vehicles Reticulating Splines using binary search
* Only tick objectives in story and assault modes
* Dispenser droids used cached positions instead of prop->GetCentrePos
* NPC Aiming only finds head and chest bones when inserted into world
* Command post range testing timesliced
* Cloth vertices calculation sped up
* Gun Actions For NPCs + Remotes (candoaction) no longer linetests
* AI Grenades (a) tick less often and (b) do fewer linetests
* Timesliced proximity power ticking for NPCs
* Cache result of CNPCGunHandlerComponent::FriendliesNearby
* Timesliced gun cloaking/uncloaking test
* Vehicle prop obstacle components are disabled when the flying vehicles are flying …

## Wii – specific information

* Bloom filter can be seen only on Tatooine
* Other filters

	+ There is a vignette and a slight depth of field effect (distance based blur/desaturate) on all levels
* Per Vertex Parallax (Alpha Punch) - Statue in "Testroom Ambient"
* Per Pixel Parallax - Statue in "Testroom Ambient".

	+ There is no correction for different texture sizes. You may see popping as textures stream in.
* "Moving Specular" . Moving the principle specular direction proved problematic at run time. A better solution was to work out the average light direction at convert time and store the pre-reflected vector. This has the benefit of being more efficient and more accurately reproducing the local light conditions (what the moving specular was meant to achieve).

	+ Is in use on all Wii converted levels aside from Tatooine.
* Environment Mapping - All objects with environment mapping set.

	+ For example on Tatooine, Jango Fett etc.
* Controls

	+ Now defaults to the "alternative scheme".
	+ Jedi controls are temporary while the other SKUs are being revised
* Framerate now never goes above 30fps. This is to provide a more stable frame rate on some of the cheaper levels such as Death Star.

## Revised Controls (introduced in MS20)

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.)

**MS21 Important note:** The default Wii control scheme has now been changed to what was previously the alternate scheme

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*

*Same for both configurations*

*Same for both configurations*

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