April 9, 2004. Originally at Sector 7.

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Bungie Depot

Next week, we're doing something cool on the site. Tune in Tuesday for a small surprise. It should be cool – a little thing that the community team has whipped up.

The Griespit

Jaime has been very busy, finalizing Ghost and Warthog handling so the sound guys can work with confidence. The need to make sure that sound ties in correctly with motion is obvious, and all of the sampling, including the gravel on tires recording done with the poor Subaru Outback we abused, is ready to be applied and processed. The Ghosts in particular (in my opinion) are starting to sound brilliantly "alien" and cool.

Jaime has also been finishing up the connections between rooms for one of the early levels with Paul and Dave. He wouldn't elaborate on which level, BUT I can reveal that you might have seen something like it already.

Jaime is also figuring how CENSORED will work on (gasp!) a new CENSORED!

When he wasn't doing that thing we can't talk about, he was working on new triggers for combat dialog. So that Marines and others will say cool stuff when they're supposed to, and won't just blabber away when they're not supposed to.

But one of the coolest things Jaime was doing this week was adjusting the scale, type and shape of damage done by a new weapon. I've tried this one before Jaime's ministrations and it is BRUTAL. And no, that's not a pun on the word Brute. It's just a vicious bone hammering bastard of a weapon.

 

The Animation Station

John Butkus has been animating his ass, or perhaps more properly, his elbow off. Monday and Tuesday he was going through older (Halo 2) elite/marine animations and just making sure they worked with all weapons when sitting in various vehicle passenger seats. Weird stuff happens with weapons in different scenarios, and as new ones are introduced, it's important to make sure that they look cool under all circumstances. John had a busy week, though...and probably created somewhere in the region of about 80 unique moves.  His aforementioned elbow is killing me and he says, "my eyes feel like someone has thrown sand in them, but I wouldn't have it any other way."

 

Our Princess is in another Castle

Alta, the Bungie Princess, is working on secret goodies as well as a certain annual tradeshow, as she tells it herself, "This week has been chaos!  In addition to taking care of the boys as usual, I have been busy working with some different people on some cool things that will start showing up as we get closer to launch.  Fans will love what we have in store."

But back to the tradeshow, as Alta continues, "E3 is right around the corner…so I have been dashing around making arrangements for that.  We have some cool stuff planned and I am wrapping up details for a mystery guest at Fanfest.  There is definitely a buzz around the studio with E3 coming up and the countdown to Halo 2 launch.  In the mean time I am just going to get as much time in the sun (yes sun in Seattle) as possible before the true chaos hits.  That’s all for me this week.  Cheers!"

April 2, 2004 Originally at Battleground: Halo

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Tomfoolery

Yesterday's April fool's shenanigans were met with a mixture of delight, mild amusement and abject fury. One reader, posting, perhaps ironically, on the fake website he was mad about, was incensed that we were cavorting and gamboling through the fields of whimsy, when we should have been taking screenshots and movies of Halo 2. Even though he went on to say that all of our screens so far are faked. He also described me as the "unfunniest person on Earth" so while he's wrong about screenshot fakery, he's clearly no idiot. That said, screenshots have been a big deal for us this week.

And I know this week's update is teeny. So don't hassle me, man. I'll make it up to you next week.

Screenshottery

Brian, Zoe, Stephen and Lorraine have been fiddling around with some cool new tools that make taking screens a bit easier. That and the fact that the recent builds of the game look better and better, means that future screenshots are going to look even more glorious than they did before. The combination of our new lightmapping and dynamic lighting gives stills an unearthly, painted-looking quality, yet still weirdly photorealistic. I love that aspect of the game's look — reminds me of how video games used to carry their own distinctive "look," like Capcom SNES titles, or the PC version of Doom.

The new Jackal model looks fantastic. His plume is actually composed of individual strands of vaguely insectoid barbs. Zoom in close enough (use your sniper rifle) and you can see that the plumes even have "joints." You'll also get to see how ugly and bump-mapped he is. They really do look manic and ferocious.

And not to dwell too much on Mr. Jackal, but since they invariably carry shields, you might be pleased to know that the shields are more detailed and transparent, so you should be able to hit that little shield notch more easily to take out the ugly cretins.

March 26, 2004 Originally at HBO

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March 26, 2004

Welcome mah friends, to another weekly look inside the machinery of Bungie Towers. Enjoy. Or be mildly distracted. Whichever.

Mon Frere!

Michel (who's a handsome French Canadian and a huge hit with the ladeez thanks to his combination of Gallic charm, sexy accent and excellent nationalized health care system AND the angriest 23-year old in the world) talked to me about moving BSPs today. A BSP is a Binary Separation Plane, or in other words, a great big chunk of level. The thing about a BSP is that it's all one giant piece (they can be small too) that's interconnected and joined at every seam. That means it's all rendered in one go, and can be manipulated at will – if there's enough processor power. And that's been one of the things the team has been optimizing – big moving BSPs.

The BSPs in question contain some future surprises, but a good example would be say, a drawbridge (nope, the bridge we talked about a couple of updates ago is NOT a drawbridge) with like, a tollbooth, some gun emplacements and a bouncy castle. It's one thing to draw those objects as a Static BSP – quite another to move them around. Optimizing things like that frees up more processor power for AI and other tasks, so it's important to get it done before the gameplay is tuned on those levels.

It's also a weird mix of programming and design – since in a way, a moving BSP acts more like a character or a vehicle than a building or a level. Often the various departments can just get along with polishing their bits, but in an instance like this, close-knit cooperation is a must.

Michel has also been working out the nuances of the weather system with the environment guys. Mmhmm. Weather system. It won't be a big surprise to say that there's going to be rain and snow (it is Earth after all) but weather isn't always wet and cold. One level is set in a dry climate where dust, wind and sand all play a part. Filling out the levels with weather makes a tremendous difference to how "alive" the spaces feel. The snow and swamp levels in the original game are still some of my favorite levels. Rumors of a lava and minecart level are to be ignored.

March 19, 2004 Originally at Underground

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March 19 2004 We have a couple of important guests coming in today, so the update is tight and taut, not to mention shorter than usual. Environment! The environment artists comprise my favorite area at Bungie. Why? Because they speak in a language I can completely understand. "Look Frank, a building is kind of like a square with holes in it so people can walk in and out." Sure, they're patronizing me, and even making fun of my accent, but they still do cool stuff. Why just this morning I was admiring a building on an Earth level when I noticed that there was ivy hanging from it. It wasn't hanging there last week, and here it was, green and leafy. One of the artists pointed out something neat too the ivy only hangs on one side of the street, the shady side. That's because ivy won't grow in ferocious, constant sunlight, which is just one of those details that makes a place feel more real. Actually the shadows on one side of the street make for a compelling gameplay experience too, since your foes dart in and out of the shade, making themselves more difficult targets. Jerks! And that's just one example. The ivy in this case is just one of the things that are placed carefully in the world to make it more "organic," like shrubs and grass and plants and stuff. The ivy is actually a BSP (Binary Separation Plane) with an alpha channel to make the gaps between the leaves transparent, but not all decorators will use this technique, some will be 2D sprites, some shader effects and others simply textures. Basically whatever looks best in any given circumstance, or causes the least impact on processor overhead. The levels shown featured very nice lightmaps, but look even more impressive with the addition of dynamic lights, everything that's turned on improves the big picture. Animation! The Animators have been going through lots of different animations, tweaking, tuning and adjusting some for purely aesthetic reasons and some tied directly to gameplay. The short struggle that happens during vehicle boarding is just such an example. It has to be clear what's going on, and the animation has to be tied in directly with the pace of the game. All Bungie animations are hand-animated, and that's a time-consuming process. Motion capture has its advantages and disadvantages, but hand-animated stuff gives Bungie animators much more control over the process, and motion capture doesn't help when your character is a three foot alien with back problems.

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