Interview with Bungie
Hamilton Chu, a producer at Bungie, was nice enough to take some time out for a couple interview questions about Oni. His answers are in bold, while Firingsquad's comments and questions are in normal text
Thresh's Firingsquad: Tell me more about the graphics engine. I assume it's OpenGL so it will
work on both Mac/PC, but what other cool features are implemented?
Hamilton Chu: Well, of course the Mac supports Glide and Rave as well as OpenGL. We'll be
supporting at least these three APIs on both platforms, and possibly more.
Another shot of TCTF HQ
TFS: Can you describe what techniques you used to animate the characters,
particularly in hand to hand combat?
HC: All the characters have been animated using key framing. It's a compliment to
our animators that people have asked if we're using motion capture, but in fact
we're simply using a lot of interpolation to give everything a smooth and fluid
look. Interpolation blends multiple animations into one fluid movement, so that
what you see is the result of combined animations. In fact, ideally, you don't
"see" the individual animations at all. What you see is Konoko reacting to and
interacting with her environment in a natural fashion.
TFS: How will the single player game work as far as mission structure goes? Is
it more of an adventure feel with NPC interaction, or are you playing more
as a lone wolf?
HC: Oni isn't an RPG, so you don't have complex interactions with NPCs. You will
have some non-combat interaction with NPCs and in terms of storyline, the game
follows the adventure game format. But the emphasis is on action. You'll have
main objectives and smaller objectives and a lot of people standing in your way.
There are occasional "friendlies" but Konoko is indeed something of a 'lone
TFS: Tell us about some of the unique challenges that you faced making this
game for both Mac and PC. Do you find yourself omitting certain features
that you wish you could put in (3D sound?) in order to make the game work
on both platforms?
HC: Not at all - since we designed the engine from scratch to be cross platform we
did not have many big challenges. To solve the byte swapping issue we built tools
to automatically scan our data structures and build byte swapping
functions. This means that we don't spend any time worring about byte
swapping which traditionally has been one of the bigger chores in cross
We do not omit features that we can only implement on one platform. If the
Mac OS does not support 3D sound we will still implement it on the ones