Many years ago when I was a tiny baby making InFlux (of which there is now a Redux), I had no idea what I wanted to do with it narratively, if anything. Because, from a young age, he had humoured me, I emailed Gabe Newell about it, knowing he was in the habit of either replying or forwarding to someone he thought might reply. I got some good thoughts back from David Speyrer, who’s been at Valve since ’99, which I shall publish here now because at a party last night someone was interested.| joe wintergreen internet zone
The first feature I worked on at Wolfeye when I came on board as (what ended up being credited as) a Systems Designer/Technical Designer was the vultures. As well as being ambiently cool, the vultures play a role a bit like the rats in Dishonored, showing up when there’s dead stuff around and conveniently disposing […]| joe wintergreen internet zone
Porygon asked (on the Steam community hub): Am I the only one who has the movement physics feel… off sometimes? I don’t remember the first game feeling like this, but maybe that’s my memory being bad. I feel like the marble’s movement and inertia is inconsistent and “muddy”, especially in outdoor areas for some reason. […]| joe wintergreen internet zone
Back in 2016, I was idly going through HL2’s source code and started tweeting interesting tidbits; this interested people a lot and PC Gamer made an article out of it. Twitter’s ruined, so I’m gonna put those tweets here now, and maybe elaborate on some of it. Come with me now on a journey through […]| joe wintergreen internet zone
Just spent some time making a comparison/developer thoughts video of InFlux Redux (2024) vs the original InFlux (2013), which was fun. Here’s me opening the editors for both projects side-by-side and saying whatever it occurs to me to say about the development process(es). Get set for 50 whole minutes of unrehearsed dev thoughts| joe wintergreen internet zone
I had a moan about XCOM 1 being prettier than XCOM 2 the other day and got some nice replies from the Art Director of both, Greg Foertsch. Having replayed both again just lately, it’s striking to me how much more interesting 1 is visually. It uses baked lighting (Unreal’s Lightmass, first seen in Gears […]| joe wintergreen internet zone
in the unreal engine, edsplash.bmp is the name of the splash image presented to the user while the editor loads. projects without a custom edsplash.bmp are considered especially heinous. often a given edsplash will never be seen outside its development studio. but sometimes an edsplash escapes onto the internet. these are their stories in reply […]| joe wintergreen internet zone