Laserschwert: I was thinking about a 3D concourse as well, although still keeping a relatively fixed camera position that mimics the original look, but adding subtle pans and dollys to the shots. And with the position staying relatively fixed, we could add characters (like the guards at the login desk) as actors filmed in front of a greenscreen.
Fun fact: While the music thing is just a hobby of mine, I'm actually a professional 3D artist. But as it is with 3D, it's always very time consuming as well, plus I've never done stuff for realtime use. I think what I'm trying to say is, I could probably help out in that area as well, although I doubt I will have time for it ;)
Yes. Fixed camera with pans between the different areas, keeping the same POV as the 2D concourses.
It's not just for nothing. The thing is that the user can change the resolution of the 3D engine to match his hardware. So it makes sense that the whole game adapts to that resolution and aspect ratio.
The 2D sprites in X-Wing are fix to 320x200 resolution and 4:3 aspect ratio. In XW95 they are 640x480, but I think they look hideous and cheaply put together. Ackbar and Dodonna look blurry and out of place. The different stances empty and cold. And what were they thinking on when they chose the Times New Roman font for the UI? It does feel like they took the first choice in the list without thinking much on it.
Anyway, back on topic, if we want to keep the concourse graphics at the same dynamic resolution than the rest of the game, we have three choices: upscaling, vector graphics, 3D graphics.
- Upscaling is horrible. No need to explain further.
- Vector graphics could be a possibility, but I think it would make everything look like a Flash game.
- 3D graphics allow for reconstructing the 2D scene in 3D, and let the camera have whatever aspect ratio the user needs. It wouldn't even mater much if the polycount is low. We aren't making here an 2014 AAA game. Just a remake of X-Wing. I wouldn't even mind if we used exactly the same original art to texturize the polygons.
I am not sure about real actors. I think a couple of 3D animated models for Ackbar and Dodonna, and then one generic pilot model for the hangars and take of/landing sequences would be enough. There should be several free droid models all over the place. I think we could even use the droid models from XWAU.
Also, it's easier to lipsynch the 3D model animations than having to record different film sequences for every single line spoken in the voiceovers.