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:''For screenshots showing old level design vs. new level design, see the [[Pre-beta content]] page.'' | :''This article is about features of the game engine, not the levels. For screenshots showing old level design vs. new level design, see the [[Pre-beta content]] page.'' | ||
Below we | Below, we discuss features that were cut from Oni before release. Features that were mentioned in interviews, but for which there is no evidence that they were actually ever worked on, are not listed here. Only features for which there exist evidence in visual or textual form are documented below. | ||
==Multiplayer== | ==Multiplayer== | ||
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[[Image:Ch. 2 lobby before.jpg]] [[Image:Ch. 2 lobby after.jpg|320px]] | [[Image:Ch. 2 lobby before.jpg]] [[Image:Ch. 2 lobby after.jpg|320px]] | ||
The wall | The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall. | ||
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. | When contemplating why lightmaps were removed, it's important to keep in mind that VRAM on graphics cards often ranged from 8-32MB at the time of Oni's release, and RAM was often 32-64MB during the period of Oni's development. 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. An anecdotal report [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1612 here] from a forum member indicates that Bungie may have had frame rate troubles as well. Lightmapping was replaced by vertex lighting in the final product. | ||
== | ==Rigid body physics== | ||
" | [[wikipedia:Rigid body dynamics|Rigid body physics]], promised in Oni's [[Oni/Positioning|positioning statement]], more often referred to by fans using plain-English terms like "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. | ||
==Inverse kinematics== | |||
[[wikipedia:Inverse kinematics|IK]], also promised in Oni's [[Oni/Positioning|positioning statement]], was apparently planned in order to make possible certain complex melee, like disarm moves. It was removed when BWest found a simpler solution, as explained by Bungie spokesman Matt Soell [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4166 here]. | |||
[[Category:Oni history]] | [[Category:Oni history]] |