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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 [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 aiming at enemies, a common problem in video games. Keeping it locked to Konoko's line of sight allows the mouse to control both aiming and the camera, doing away with the manual "camera management" which burdens players in most 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 aiming at enemies, a common problem in video games. Keeping it locked to Konoko's line of sight allows the mouse to control both aiming and the camera, doing away with the manual "camera management" which burdens players in most 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 told by Hardy in a YouTube video [https:// | 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 told by Hardy in a YouTube video [https://www.youtube.com/watch?v=4v_elVuwx0c&t=698s 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 best way to understand the "jello fix" solution is to look at some screenshots. First, here is a wire-frame view of Oni's first level. The floor grids are highlighted to help orient you. | The best way to understand the "jello fix" solution is to look at some screenshots. First, here is a wire-frame view of Oni's first level. The floor grids are highlighted to help orient you. |