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Oni: Difference between revisions

88 bytes added ,  1 September 2011
→‎Reception: better way to put it
(→‎Development: linking to the Early Story and Positioning pages)
(→‎Reception: better way to put it)
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Some previously-hyped features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead [[Credits|Hardy LeBel]] blamed this on Oni's original AI programmer, saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some hidden AI abilities have been found in Oni's engine, either disabled, slightly buggy, or not utilized by the game's mission scripts.
Some previously-hyped features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead [[Credits|Hardy LeBel]] blamed this on Oni's original AI programmer, saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some hidden AI abilities have been found in Oni's engine, either disabled, slightly buggy, or not utilized by the game's mission scripts.


Some of the game's content was cut as well. This included at least one entire level ([[BGI|BGI HQ]]), and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] indicate that at least five chapters were cut before release, but, besides the BGI HQ level that was cut from the story, this was simply due to content that was moved around or consolidated into other levels.
Some of the game's content was cut as well. This included at least one entire level ([[BGI|BGI HQ]]), and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but, besides the BGI HQ level that was cut from the story, this was simply due to content that was moved around or consolidated into other levels.


Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly CAD program was used to produce Oni's levels. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about Bungie West at least releasing the file formats were not followed through on. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious.
Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly [http://store.autodesk.com/DRHM/store CAD program] was used to produce Oni's levels. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to T2. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious.


Thus, it was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. For information on the ways in which the engine has been patched by fans, and disabled code reactivated, see [[History of Oni modding#Engine patching|A History of Oni Modding]] and the list of [[AE:EXE|Windows Oni]] and [[AE:OMNI|Mac OS X Oni]] patches.
Thus, it was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. For information on the ways in which the engine has been patched by fans, and disabled code reactivated, see [[History of Oni modding#Engine patching|A History of Oni Modding]] and the list of [[AE:EXE|Windows Oni]] and [[AE:OMNI|Mac OS X Oni]] patches.