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:''For screenshots showing old level design vs. new level design, see the [[Pre-beta content]] page.'' | |||
Below we point to screenshots that illustrate features that were cut from Oni before release. It's important to keep in mind that VRAM on graphics cards often ranged from 8MB to 32MB at the time of Oni's release, and actual RAM was often 32-64MB during the period of Oni's development; Bungie West likely had to dial back the graphical niceties in order to run the game [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1612 at an acceptable frame rate]. | Below we point to screenshots that illustrate features that were cut from Oni before release. It's important to keep in mind that VRAM on graphics cards often ranged from 8MB to 32MB at the time of Oni's release, and actual RAM was often 32-64MB during the period of Oni's development; Bungie West likely had to dial back the graphical niceties in order to run the game [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1612 at an acceptable frame rate]. | ||
==Multiplayer== | |||
Please see the [[Multiplayer]] article for all the gory details on the most infamous missing feature from Oni. | :''Please see the [[Multiplayer]] article for all the gory details on the most infamous missing feature from Oni.'' | ||
==Blood, shadows, and bullet marks== | |||
[[Image:Pre-beta_blood.jpg]]<br /> | [[Image:Pre-beta_blood.jpg]]<br /> | ||
You'll notice that the blood on the floor and the burn effects on the wall are quite blocky in this screenshot, and also could "stack", as seen where the burn effects are darker where Konoko continues to shoot the wall, as well as with the blood seen [[:Image:1999_Trailer_-_MP_arena_2-24.jpg|HERE]]. This was a real-time system for overlaying effects on the geometry -- basically a stenciling system, but one that filled in spots on a grid rather than using textures. | You'll notice that the blood on the floor and the burn effects on the wall are quite blocky in this screenshot, and also could "stack", as seen where the burn effects are darker where Konoko continues to shoot the wall, as well as with the blood seen [[:Image:1999_Trailer_-_MP_arena_2-24.jpg|HERE]]. This was a real-time system for overlaying effects on the geometry -- basically a stenciling system, but one that filled in spots on a grid rather than using textures. | ||
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In fact, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=6559 the explanation] for the cutting of blood was not technical limitations, but rather that it interfered with the hit flashes that players needed as cues in a melee fight, and also to avoid a Mature rating from the ESRB (and the equivalents outside of North America). Animated blood would definitely have garnered an "M" rating and limited the number of younger players who were allowed to play the game. This was the first time that Bungie shied away from putting blood in their games, and the Marathon and Myth games had received "M" ratings, so this was a controversial decision among some fans. It's possible that Oni's new owners, Take Two, had a different philosophy on realistic violence vs. marketability. | In fact, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=6559 the explanation] for the cutting of blood was not technical limitations, but rather that it interfered with the hit flashes that players needed as cues in a melee fight, and also to avoid a Mature rating from the ESRB (and the equivalents outside of North America). Animated blood would definitely have garnered an "M" rating and limited the number of younger players who were allowed to play the game. This was the first time that Bungie shied away from putting blood in their games, and the Marathon and Myth games had received "M" ratings, so this was a controversial decision among some fans. It's possible that Oni's new owners, Take Two, had a different philosophy on realistic violence vs. marketability. | ||
==Lightmapping== | |||
[[Image:ManPlant4.JPG|640px]] | [[Image:ManPlant4.JPG|640px]] | ||
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Presumably the feature was cut due to the realization that not all players' computers would have enough memory for lightmaps plus textures throughout the large levels Oni is known for. Lightmapping was replaced by vertex lighting in the final product. | Presumably the feature was cut due to the realization that not all players' computers would have enough memory for lightmaps plus textures throughout the large levels Oni is known for. Lightmapping was replaced by vertex lighting in the final product. | ||
==Movable objects== | |||
"Kickable chairs" were promised for much of Oni's development, but all furniture in the game is now static. Modders have uncovered the fact that there is code present in Oni for movable objects, although the collision is unpolished. Watch Konoko play with [http://www.youtube.com/watch?v=LUmmLTjSaqQ spheres] and [http://www.youtube.com/watch?v=Te9yKA4UR18 cubes]. You'll notice that the cubes (indeed, any movable objects) are treated as spheres by the collision code. | "Kickable chairs" were promised for much of Oni's development, but all furniture in the game is now static. Modders have uncovered the fact that there is code present in Oni for movable objects, although the collision is unpolished. Watch Konoko play with [http://www.youtube.com/watch?v=LUmmLTjSaqQ spheres] and [http://www.youtube.com/watch?v=Te9yKA4UR18 cubes]. You'll notice that the cubes (indeed, any movable objects) are treated as spheres by the collision code. | ||
[[Category:Oni history]] | [[Category:Oni history]] |