Oni: Difference between revisions

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Some of the previously announced features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On {{OCF}}, Design Lead [[Credits|Hardy LeBel]] blamed this on former AI programmer [http://www.quinndunki.com/ Quinn Dunki], saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some smart AI behaviors have in fact been found in Oni's engine, whether they were coded by Dunki or her replacement Chris Butcher; however, some of the code is disabled or not utilized by the game's mission scripts.
Some of the previously announced features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On {{OCF}}, Design Lead [[Credits|Hardy LeBel]] blamed this on former AI programmer [http://www.quinndunki.com/ Quinn Dunki], saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some smart AI behaviors have in fact been found in Oni's engine, whether they were coded by Dunki or her replacement Chris Butcher; however, some of the code is disabled or not utilized by the game's mission scripts.


Some of the game's content was cut as well. This included at least one entire [[BGI|level]], and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. In fact, gaps in the numbering of the [[GameDataFolder|game files]] indicate that at least five chapters were cut before release, although, besides the one level that is known to have been cut, the other missing levels may have simply been test environments, or content that was consolidated into the remaining levels.
Some of the game's content was cut as well. This included at least one entire [[BGI|level]], and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. In fact, gaps in the numbering of the [[GameDataFolder|game files]] indicate that at least five chapters were cut before release, although, besides the one level that is known to have been cut from the story, the other missing levels may have simply been test environments, or content that was consolidated into the remaining levels.


Finally, (owing to time constraints) Bungie did not hold to their usual practice of releasing modding tools for their games; this, coupled with the lack of multiplayer, meant that Oni's replay value was not obvious. It was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. For information on the ways in which the engine has been patched by fans, and disabled code reactivated, see [[History of Oni modding#Engine patching|A History of Oni Modding]] and the list of [[AE:EXE|Windows Oni]] and [[AE:OMNI|Mac OS X Oni]] patches.
Finally, (owing to time constraints) Bungie did not hold to their usual practice of releasing modding tools for their games; this, coupled with the lack of multiplayer, meant that Oni's replay value was not obvious. It was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. For information on the ways in which the engine has been patched by fans, and disabled code reactivated, see [[History of Oni modding#Engine patching|A History of Oni Modding]] and the list of [[AE:EXE|Windows Oni]] and [[AE:OMNI|Mac OS X Oni]] patches.


=Post-release=
=Post-release=