Pre-beta features: Difference between revisions

added movable furniture and more details on the AI(1) system per a quote I just remembered; pasted the quote in here as an HTML comment so I don't lose it again, but I really want to find a URL for it so I can cite it directly as a source
m (→‎Blood, shadows, and bullet marks: this is one of the clearest shots of shadows in the trailer so we should mention it)
(added movable furniture and more details on the AI(1) system per a quote I just remembered; pasted the quote in here as an HTML comment so I don't lose it again, but I really want to find a URL for it so I can cite it directly as a source)
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==Hypothetical but unseen==
==Hypothetical but unseen==
A brief list of features that were promised, but which we have no visual evidence for:
<!-- I'm preserving this gem of a press release here because I can't retrieve it from the Web anywhere, including the Wayback Machine. Supposedly it was at http://www.feralinteractive.com/game/oni:
 
Enemies will communicate, work together, move objects to block your path, hide behind furniture, even behind moving objects. Rather than retreat an overmatched enemy group might call for backup. If you retreat they will hunt you through doorways, up elevators, and into different buildings. Not only are the enemies smart and reactive, so is the world you play in. If the doors aren't open you might break it down or perhaps sneak in through an open passageway. In combat the world around you becomes your weapons as well as your defenses. You'll be able to use objects within your environment to your advantage, such as throwing a chair at an oncoming enemy, or pushing a bookcase over to block a pursuer.
 
-->A brief list of features that were promised, but which we have no visual evidence for:
*The infamous "neural net" AI. The AI was originally planned to be able to:
*The infamous "neural net" AI. The AI was originally planned to be able to:
**experience wariness and fear,
**experience wariness and fear,
**run for help when outmatched,
**call for backup when outmatched,
**fight as a group,
**fight as a group,
**take cover when under fire,
**move objects to block your path,
**take cover when under fire, even behind furniture and moving objects,
**follow you by using elevators,
**and generally demonstrate [https://www.ai-event.ted.com/glossary/emergent-behavior emergent behavior].
**and generally demonstrate [https://www.ai-event.ted.com/glossary/emergent-behavior emergent behavior].
:This much-hyped feature [http://web.archive.org/web/20000815110700/http://www.insidemacgames.com/features/99/pease/pease_interview.shtml was claimed] to have been working in the office, and described in detail by an IMG reporter in [http://web.archive.org/web/20010309233058/http://www.insidemacgames.com/previews/99/oni/oni4.shtml this preview]. But after the first AI programmer was fired, the feature seemingly evaporated and the programmer [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19661 was blamed] for promising too much. Interestingly, the AIs in the final game normally run blindly into your gunfire, but a patch by a fan restored their ability to take cover intelligently. It turned out that the ability was present all along but obscured by a simple blunder in the code. Was this the result of the second AI programmer lacking familiarity with the code written by his predecessor? How much other working code was lost in the migration from "AI" to "AI2" code after the first programmer supposedly "couldn't deliver on" her promises? It's worth noting that the term "neural net" was used by Pease and Zartman (see above sources), not the programmer herself.
:This much-hyped feature [http://web.archive.org/web/20000815110700/http://www.insidemacgames.com/features/99/pease/pease_interview.shtml was claimed] to have been working in the office, and described in detail by an IMG reporter in [http://web.archive.org/web/20010309233058/http://www.insidemacgames.com/previews/99/oni/oni4.shtml this preview]. But after the first AI programmer was fired, the feature seemingly evaporated and the programmer [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19661 was blamed] for promising too much. Interestingly, the AIs in the final game normally run blindly into your gunfire, but a patch by a fan restored their ability to take cover intelligently. It turned out that the ability was present all along but obscured by a simple blunder in the code. Was this the result of the second AI programmer lacking familiarity with the code written by his predecessor? How much other working code was lost in the migration from "AI" to "AI2" code after the first programmer supposedly "couldn't deliver on" her promises? It's worth noting that the term "neural net" was used by Pease and Zartman (see above sources), not the programmer herself.
*Movable furniture. Konoko would be able to throw a chair at an oncoming enemy or push over a bookcase to block a pursuer. As mentioned above, the AI would also be able to do these sorts of things.


*The initial press release from 1998: [https://web.archive.org/web/20000422020741/http://pc.ign.com:80/news/5839.html "If the action gets too hairy, kill the lights, prime a concussion grenade and dive through a window while the room explodes above you."] Oni, of course, has no grenades, and you can't dive through (intact) windows or turn off lights.
*The initial press release from 1998: [https://web.archive.org/web/20000422020741/http://pc.ign.com:80/news/5839.html "If the action gets too hairy, kill the lights, prime a concussion grenade and dive through a window while the room explodes above you."] Oni, of course, has no grenades, and you can't dive through (intact) windows or turn off lights.


*Bungie's [[Oni/Positioning|internal positioning statement]], not released to the public, mentions "destructible environments". It's doubtful that this feature was actually worked on besides allowing doors to be broken down, which was a canceled feature.
*Bungie's [[Oni/Positioning|internal positioning statement]], not released to the public, mentions "destructible environments". It's doubtful that this feature was actually worked on besides allowing doors to be broken down, which was a canceled feature that both Konoko and enemy AIs would be able to utilize.


*There was a hope early on that the particle system would allow for water physics, as mentioned in [http://web.archive.org/web/20010306221759/http://www.insidemacgames.com/previews/99/oni/oni3.shtml this sneak preview]. This was in fact worked on by Bungie West to some extent but canceled at an unknown point in development.
*There was a hope early on that the particle system would allow for water physics, as mentioned in [http://web.archive.org/web/20010306221759/http://www.insidemacgames.com/previews/99/oni/oni3.shtml this sneak preview]. This was in fact worked on by Bungie West to some extent but canceled at an unknown point in development.


[[Category:Oni history]]
[[Category:Oni history]]