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Re: Outside spaces
Posted By: Backbreaker <yautjomorph@hotmail.com>Date: 7/10/02 6:38 a.m.

In Response To: Outside spaces (chef)

: When we were designing the Airport level the player originally stayed inside
: the terminal and all the planes were outside the glass. After running
: through it once or twice it occured to me that actually having a fight in
: and around the parked planes would be way more fun than just looking at
: them through glass, but we needed to visually terminate the level so that
: players couldn't go too far away from the main path - hence the fence. The
: hangar came about due to a similar situation: if fighting under the planes
: was cool then running around on a plane would be even better!

That was fun, agreed.

: In Truth and Consequences there was almost no way to prevent the player from
: getting outside the building, so we had to add the invisible collision in
: the streets. You're not supposed to do too much running around out there
: so there are all the snipers and SWATs placed in case you do.

The snipers were swines, cos even though you were still inside the building, they still came looking for you through the lower door in the section just outside where Mukade made his exit!!!

: Since we were so strapped for time our philosophy was that making the levels
: "feel good" and be fun to play took precedence over realism and
: believability.

Only 3 words; What a game!


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Replies:

An observation...Backbreaker 7/7/02 9:59 a.m.
     That's what I thought too!WJTW 7/7/02 10:31 a.m.
           Re: That's what I thought too!GL 7/7/02 3:53 p.m.
                 Re: That's what I thought too!Backbreaker 7/7/02 7:13 p.m.
                       Outside spaceschef 7/8/02 7:41 p.m.
                             Re: Outside spacesBackbreaker 7/10/02 6:38 a.m.
                                   Re: Outside spacesdead headless 7/11/02 8:18 a.m.
                                         Re: Outside spacesWJTW 7/11/02 11:40 a.m.
                                               Re: Outside spacesdead headless 7/13/02 1:50 p.m.



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