Oni: Difference between revisions

298 bytes added ,  15 November 2009
clarifying the part about tools not being released
(adding mention of Oni prequel, elaborating on Oni's development woes, filling in lots of other little gaps in the story)
(clarifying the part about tools not being released)
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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.
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, Bungie did not hold to their usual practice of releasing modding tools for their games, stating that professional and costly programs were used to produce Oni's levels. Early statements about probably releasing the file formats were not followed through on. This factor, coupled with the lack of multiplayer, meant that Oni's full potential 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, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly CAD program was used to produce Oni's levels, as opposed to the usual practice of developing a mapping program in-house. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about Bungie West at least releasing the file formats were not followed through on. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious.
 
Thus, 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==