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A Development Odyssey Fourteen levels of action in Oni provide increasing stages of difficulty. At the beginning of the development process in 1997, the team hired architects to design the levels, an idea that probably seemed good at the time, but it proved to be impractical, as LeBel discovered when he joined the group in 1999. By then, he recalls, the team had produced a large number of architecturally correct building models for the game. Our challenge was finding ways to adapt the spaces to better suit an interactive experience while retaining the distinctive style. It took a lot of re-education, but once Dave Dunn, the remaining architect, learned the fundamentals of level design (which is a very different discipline from the one he had been trained in), he revised the geometry of every level in the game to suit our core gameplay model, and he did it all in seven months. One man, 14 levels, seven months. A feat worthy of Homer! Meanwhile, Michael Evans, who became the project lead in December of 1999, had his own headaches to deal with as he tried to bring the original plans in line with reality. At that point we had been really focused on make everything cool and cram everything possible into the game, he explains. The result was we had a whole lot of stuff that didnt really work all the way yet, like multiplayer support. We shifted focus to the more critical things making the AI work, adding a particle system, adding functional sound, adding a system that would let us make the weapons we wanted, and, finally, making the game run on systems that had less than a couple hundred megabytes of RAM. Built For OS X Any Macintosh running Mac OS X will be able to play Oni, thanks to Bungies Carbonization of the game. Its important to understand that Mac OS X brings the kind of fundamental change to operating systems that only Apple can launch, says Tamte. Its critical that the Mac community embrace Mac OS X because it once again lets Apple offer a clearly and visually superior interface between people and their computers. Just Have Fun Tamte also believes that Oni has a convincing interface between players and the larger world contained within the game. Lots of games have cut-scene animation, he explains. But it totally takes me out of the experience when the game maker plays some high-res movie, the screen goes blank, and then you see a Loading screen. |
One of the things thats cool about Oni is that the cut-scenes are all done in the engine, and you move seamlessly from them into the actual gameplay, with no interruptions. Its like the game has a bigger life than just what you control. LeBel sums up the mood of the creative team best when he says, There will always be expectations, limitations and complaints, but ultimately I know I did my job if someone can sit down, play the game, and have fun. And that is the most satisfying thing in the world.
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