Iron Demon: Difference between revisions
(added Abeyta's words on why the ID was cut; added section for mentioning the sounds in the game data) |
(added comments on: hit sounds, rocket launcher, BGI script) |
||
Line 1: | Line 1: | ||
The Iron Demon is a mecha boss that was initially supposed to appear in Oni, making a notable appearance in the [[1999|1999 trailer]], but was cut during development as [[Bungie West]] raced to finish the game. According to 3D animator Steve Abeyta, "It was scrapped because it would take too long to create a custom AI, and gameplay for it. We had to cut a lot of stuff to get [Oni] shipped, and cutting that one sucked. […] Such a large character created AI pathfinding problems as well as issues with object interaction. They're not impossible to overcome, but we didn't have the time to tackle it." | The Iron Demon is a mecha boss that was initially supposed to appear in [[Oni]], making a notable appearance in the [[1999|1999 trailer]], but was cut during development as [[Bungie West]] raced to finish the game. According to 3D animator Steve Abeyta, "It was scrapped because it would take too long to create a custom AI, and gameplay for it. We had to cut a lot of stuff to get [Oni] shipped, and cutting that one sucked. […] Such a large character created AI pathfinding problems as well as issues with object interaction. They're not impossible to overcome, but we didn't have the time to tackle it." | ||
==Official references== | ==Official references== | ||
Line 13: | Line 13: | ||
There's also this screenshot used in some print ads: | There's also this screenshot used in some print ads: | ||
[[Image:Konoko runs from Iron Demon.jpg]] | [[Image:Konoko runs from Iron Demon.jpg]] | ||
Line 19: | Line 20: | ||
[[Image:Iron Demon walk 1.gif]] [[Image:Iron Demon walk 2.gif]] | [[Image:Iron Demon walk 1.gif]] [[Image:Iron Demon walk 2.gif]] | ||
In the second scene, a rocket launcher has been appended (perhaps somewhat hastily) to the right arm to show an alternate armament mode for the mecha. | |||
===Promo art=== | ===Promo art=== | ||
The clearest appearances of the Iron Demon in 2D form are: | The clearest appearances of the Iron Demon in 2D form are: | ||
*Craig Mullins' [[:Image:Iron Demon in Battle.jpg|Iron Demon in Battle]] and to a lesser extent [[:Image:Konoko Crouching by Craig Mullins after Lorraine (landscape).jpg|this painting]] | *Craig Mullins' [[:Image:Iron Demon in Battle.jpg|Iron Demon in Battle]] and to a lesser extent [[:Image:Konoko Crouching by Craig Mullins after Lorraine (landscape).jpg|this painting]] | ||
* | *Lorraine McLees's [[:Image:Iron Demon.jpg|Iron Demon portrait]] | ||
==Game assets== | ==Game assets== | ||
The model for the Iron Demon was not included in the released game data like some other "cut" content was, and we don't have its animations either (though Abeyta recalled only making "a walk cycle, firing anims, and possibly turning anims"). The walking sounds for the Iron Demon were in fact included as | ===Unused sounds=== | ||
The model for the Iron Demon was not included in the released game data like some other "cut" content was, and we don't have its animations either (though Abeyta recalled only making "a walk cycle, firing anims, and possibly turning anims"). The walking sounds for the Iron Demon were in fact included as SNDDid_leg_[1-3].aif. There are also SNDDid_r_hit[1-4].aif, which may be the impact sounds for hits on the Iron Demon from heavy weaponry ("'''id_r'''ocket'''_hit'''"). | |||
===Unused script=== | |||
Some versions of Oni accidentally included additional [[BSL]] scripts for levels that were cut during development. Perhaps the most intriguing of the cut levels was [[BGI]], and the unfinished cutscene scripts for BGI include one scene with the following comments: | |||
#create Iron Demon before player gets here | |||
#See Iron Demon | |||
#show Konoko getting ready for face-off | |||
#start battle | |||
So at one point the plan was for the Iron Demon fight to occur in this level. BGI HQ was cut for time while rushing to ship the game, and according to the design lead Hardy LeBel, it had not gotten very far along before it was removed. The Iron Demon battle could have been moved to another level, but only with changes to the story, and probably the script, which might have come too late in development. In any case, as mentioned earlier, Bungie West did not have time to write the special-case AI code required to drive the Iron Demon within a 3D environment, and so the much-anticipated giant robot was left out of the game. | |||
==Fan content== | ==Fan content== | ||
Line 36: | Line 49: | ||
===Artwork=== | ===Artwork=== | ||
*[[:Image:Guido - Iron Demon.jpg| | *[[:Image:Guido - Iron Demon.jpg|Rough sketch]] by [[User:Guido|Guido Codecasa]] | ||
*[http://geyser.oni2.net/oni2/artwork/ToyDemon1200.JPG | *[http://geyser.oni2.net/oni2/artwork/ToyDemon1200.JPG Light-hearted drawing] by [[User:Geyser|geyser]] | ||
[[Category:Oni history]][[Category:Characters]][[Category:BGI]] | [[Category:Oni history]][[Category:Characters]][[Category:BGI]] |
Revision as of 16:16, 10 January 2023
The Iron Demon is a mecha boss that was initially supposed to appear in Oni, making a notable appearance in the 1999 trailer, but was cut during development as Bungie West raced to finish the game. According to 3D animator Steve Abeyta, "It was scrapped because it would take too long to create a custom AI, and gameplay for it. We had to cut a lot of stuff to get [Oni] shipped, and cutting that one sucked. […] Such a large character created AI pathfinding problems as well as issues with object interaction. They're not impossible to overcome, but we didn't have the time to tackle it."
Official references
Promo screenshots
These are our best in-game looks at the original model:
Japanese for "Iron Demon" would be... KANA-ONI? (building on the proverb ONI NI KANA-BÔ) geyser Or, more literally, TETSU-ONI (TETSU="iron")? Iritscen Or KÔKI (HAGANE-ONI, HAGANE="steel")? Demos kratos |
There's also this screenshot used in some print ads:
Trailer
In the 1999 trailer, the Iron Demon can be seen in two scenes: one brief shot in the Regional State Building and one extended walk sequence in the unreleased MP arena The Pit (slowed down for careful inspection):
In the second scene, a rocket launcher has been appended (perhaps somewhat hastily) to the right arm to show an alternate armament mode for the mecha.
Promo art
The clearest appearances of the Iron Demon in 2D form are:
- Craig Mullins' Iron Demon in Battle and to a lesser extent this painting
- Lorraine McLees's Iron Demon portrait
Game assets
Unused sounds
The model for the Iron Demon was not included in the released game data like some other "cut" content was, and we don't have its animations either (though Abeyta recalled only making "a walk cycle, firing anims, and possibly turning anims"). The walking sounds for the Iron Demon were in fact included as SNDDid_leg_[1-3].aif. There are also SNDDid_r_hit[1-4].aif, which may be the impact sounds for hits on the Iron Demon from heavy weaponry ("id_rocket_hit").
Unused script
Some versions of Oni accidentally included additional BSL scripts for levels that were cut during development. Perhaps the most intriguing of the cut levels was BGI, and the unfinished cutscene scripts for BGI include one scene with the following comments:
#create Iron Demon before player gets here #See Iron Demon #show Konoko getting ready for face-off #start battle
So at one point the plan was for the Iron Demon fight to occur in this level. BGI HQ was cut for time while rushing to ship the game, and according to the design lead Hardy LeBel, it had not gotten very far along before it was removed. The Iron Demon battle could have been moved to another level, but only with changes to the story, and probably the script, which might have come too late in development. In any case, as mentioned earlier, Bungie West did not have time to write the special-case AI code required to drive the Iron Demon within a 3D environment, and so the much-anticipated giant robot was left out of the game.
Fan content
3D models
There have been three fan attempts to recreate the 3D model for the Iron Demon by inspecting the visual evidence we have from the pre-beta period:
- This model on TurboSquid by Ashley Davison
- This model by Seventeen Seconds, used in Konoko Payne by Pierre
- This model by bobbysoon, based on the above model. This one was used in multiple AE packages; see this one for a starting point.