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"'''Jello-cam'''" is a feature of Oni's engine which makes walls semi-opaque when they block the player's view of Konoko. The term came from an interview with Design Lead Hardy LeBel [http://www.insidemacgames.com/features/view.php?ID=4&Page=2 here]. This simple feature allowed Bungie West to keep the camera locked behind Konoko, as opposed to most third-person games which move the camera out of the way of intervening walls. If Oni's camera collided with walls, it would disrupt the player's aim while moving and firing weapons. Keeping it locked to Konoko's line of sight also allows the mouse to control both aiming and the camera, obviating the need for the kind of manual "camera management" that burdens players in other third-person games. | "'''Jello-cam'''" is a feature of Oni's engine which makes walls semi-opaque when they block the player's view of Konoko. The term came from an interview with Design Lead Hardy LeBel [https://web.archive.org/web/20040109125028/http://www.insidemacgames.com/features/view.php?ID=4&Page=2 here]. This simple feature allowed Bungie West to keep the camera locked behind Konoko, as opposed to most third-person games which move the camera out of the way of intervening walls. If Oni's camera collided with walls, it would disrupt the player's aim while moving and firing weapons. Keeping it locked to Konoko's line of sight also allows the mouse to control both aiming and the camera, obviating the need for the kind of manual "camera management" that burdens players in other third-person games. | ||
The jello-cam created a problem for Bungie West, however, when they realized that allowing the camera to escape the room would show not only the intervening walls and the adjacent room, but other unintended scenery like the skybox or other parts of the level in the distance. The solution to this problem was surprisingly low-tech, but high-labor. The story of the solution was originally told by Hardy on OCF [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19648 here], then re-told in more detail in a YouTube video [https://youtu.be/4v_elVuwx0c?t=11m38s here]: someone had to create black boxes around every part of a level where the jello-cam might allow the player to peer outside the level. This task fell upon one of the level designers, Dave Dunn, who put in long hours to create the boxes; the other designer, Sean Turbitt, was probably no longer around, as he left the team at the end of 1999. | The jello-cam created a problem for Bungie West, however, when they realized that allowing the camera to escape the room would show not only the intervening walls and the adjacent room, but other unintended scenery like the skybox or other parts of the level in the distance. The solution to this problem was surprisingly low-tech, but high-labor. The story of the solution was originally told by Hardy on OCF [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19648 here], then re-told in more detail in a YouTube video [https://youtu.be/4v_elVuwx0c?t=11m38s here]: someone had to create black boxes around every part of a level where the jello-cam might allow the player to peer outside the level. This task fell upon one of the level designers, Dave Dunn, who put in long hours to create the boxes; the other designer, Sean Turbitt, was probably no longer around, as he left the team at the end of 1999. |