Editing Development of Halo: Combat Evolved

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==Continued development==
==Continued development==
Even amidst the negotiations to move to Xbox, Bungie once more showed off ''Halo'' at E3 in May 2000, showing off a [[Halo E3 2000 trailer|new trailer]] showcasing a deployment of Marines on the titular ringworld. Like the Macworld conference, the demo was finished at the 11th hour, with Marty O'Donnell finishing the music and burning the DVD just two hours before departing for the conference.<ref name="matrydiscuss">[http://halo.bungie.org/news.html?item=1840 ''halo.bungie.org: Marty O'Donnell discusses Halo's sound'']</ref> This trailer would mark the appearance of several new vehicles and equipment; the [[Sangheili|Elites]], [[D77-TC Pelican|Pelican dropship]], a sniper rifle, the [[Type-1 energy sword|energy sword]] and the first appearance of the Master Chief. Previous builds of the game had featured multiple SPARTAN supersoldiers as merely one type of infantry, but now the Master Chief was a singular character. The Master Chief shown in the E3 2000 build would also bear armour much closer to resembling the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] found in the final game, albeit with a small antenna and other slight differences. The trailer would also mark the first appearances of the Covenant [[Zurdo-pattern Wraith|Wraith]] tank and the [[Wuzum-pattern Spectre|"Spectre"]], the latter of which would later be cut from the final game. The Warthog additionally featured a mounted rocket launcher later reminiscent in design of the [[M12G1 Gauss Warthog|Gauss Warthog]] featured in ''[[Halo 2]]'' and the [[M12A1 Rocket Warthog|Rocket Warthog]] later featured in the ''Halo: Combat Evolved'' [[Halo: Combat Evolved (PC port)|PC port]].<ref>[https://www.youtube.com/watch?v=cgUfN7x7BSA ''Youtube: Halo: Combat Evolved E3 2000 trailer'']</ref> A press kit handed out at E3 2000 estimated the game was "60% complete",<ref>[http://halo.bungie.org/news.html?item=1429 ''halo.bungie.org: Press kit says Halo 60% done'']</ref> while a later article claimed that the only components now missing were mission design and AI.{{Ref/Reuse|gamestar}} At this time, the team did have code to generate geometry on the fly as the player explored the world, and "stupidly" discussed this aspect of the game to magazines at E3 with the map being set in an archipelago created in an ancient asteroid strike. As the game later began to evolve into a linear shooter, this style of open world was ditched as it was deemed too RPG-like and the team wanted the player to spend less time exploring and more on shooting.{{Ref/Reuse|jones}}
Even amidst the negotiations to move to Xbox, Bungie once more showed off ''Halo'' at E3 in May 2000, showing off a [[Halo E3 2000 trailer|new trailer]] showcasing a deployment of Marines on the titular ringworld. Like the Macworld conference, the demo was finished at the 11th hour, with Marty O'Donnell finishing the music and burning the DVD just two hours before departing for the conference.<ref name="matrydiscuss">[http://halo.bungie.org/news.html?item=1840 ''halo.bungie.org: Marty O'Donnell discusses Halo's sound'']</ref> This trailer would mark the appearance of several new vehicles and equipment; the [[Sangheili|Elites]], [[D77-TC Pelican|Pelican dropship]], a sniper rifle, the [[Type-1 energy sword|energy sword]] and the first appearance of the Master Chief. Previous builds of the game had featured multiple SPARTAN supersoldiers as merely one type of infantry, but now the Master Chief was a singular character. The Master Chief shown in the E3 2000 build would also bear armour much closer to resembling the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] found in the final game, albeit with a small antenna and other slight differences. The trailer would also mark the first appearances of the Covenant [[Type-26 Wraith|Wraith]] tank and the [[Wuzum-pattern Spectre|"Spectre"]], the latter of which would later be cut from the final game. The Warthog additionally featured a mounted rocket launcher later reminiscent in design of the [[M12G1 Gauss Warthog|Gauss Warthog]] featured in ''[[Halo 2]]'' and the [[M12A1 Rocket Warthog|Rocket Warthog]] later featured in the ''Halo: Combat Evolved'' [[Halo: Combat Evolved (PC port)|PC port]].<ref>[https://www.youtube.com/watch?v=cgUfN7x7BSA ''Youtube: Halo: Combat Evolved E3 2000 trailer'']</ref> A press kit handed out at E3 2000 estimated the game was "60% complete",<ref>[http://halo.bungie.org/news.html?item=1429 ''halo.bungie.org: Press kit says Halo 60% done'']</ref> while a later article claimed that the only components now missing were mission design and AI.{{Ref/Reuse|gamestar}} At this time, the team did have code to generate geometry on the fly as the player explored the world, and "stupidly" discussed this aspect of the game to magazines at E3 with the map being set in an archipelago created in an ancient asteroid strike. As the game later began to evolve into a linear shooter, this style of open world was ditched as it was deemed too RPG-like and the team wanted the player to spend less time exploring and more on shooting.{{Ref/Reuse|jones}}


The game organically evolved to become about the man behind the gun, though the team didn't know precisely ''who'' that was yet. As the game currently stood, the third-person camera felt too removed from the player, and thus the decision was made to bring the game into first-person. Jaime Greisemer began properly delving into how to build a first-person control set for console controllers, and ultimately implemented aim assist and the ability to only carry two weapons but switch between them with one button - features standard in shooters now but revolutionary in 2000. This was easier on both the controller, due to having fewer buttons, and on the console, as not as many models and textures would need to be loaded in.{{Ref/Reuse|untold}} By May 26, 2000, the team was investigating first-person though hadn't committed to it yet.<ref>[http://halo.bungie.org/news.html?item=1555 ''halo.bungie.org: Halo 1st person view mode undecided as yet'']</ref> Jason Jones had previously opposed the switch to first-person when engineer Charlie Gough attached a camera to the tank's turret in the RTS days of the game's development, after his experience with creating first person games six years prior. Luckily, graphics technology had advanced enough that he was sold on the idea, and Halo's format switched once again from third to first person shooter.<ref name="IGNhistory">[https://uk.ign.com/articles/2010/11/16/the-history-of-halo?page=2 ''IGN: The History of Halo'']</ref>
The game organically evolved to become about the man behind the gun, though the team didn't know precisely ''who'' that was yet. As the game currently stood, the third-person camera felt too removed from the player, and thus the decision was made to bring the game into first-person. Jaime Greisemer began properly delving into how to build a first-person control set for console controllers, and ultimately implemented aim assist and the ability to only carry two weapons but switch between them with one button - features standard in shooters now but revolutionary in 2000. This was easier on both the controller, due to having fewer buttons, and on the console, as not as many models and textures would need to be loaded in.{{Ref/Reuse|untold}} By May 26, 2000, the team was investigating first-person though hadn't committed to it yet.<ref>[http://halo.bungie.org/news.html?item=1555 ''halo.bungie.org: Halo 1st person view mode undecided as yet'']</ref> Jason Jones had previously opposed the switch to first-person when engineer Charlie Gough attached a camera to the tank's turret in the RTS days of the game's development, after his experience with creating first person games six years prior. Luckily, graphics technology had advanced enough that he was sold on the idea, and Halo's format switched once again from third to first person shooter.<ref name="IGNhistory">[https://uk.ign.com/articles/2010/11/16/the-history-of-halo?page=2 ''IGN: The History of Halo'']</ref>

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