Q:
Are you still making that stealth game? Been following you for a good year lol
I’m not, I had to cancel it amid circumstances beyond my control. But I’m definitely gonna end up reusing a lot of that cool stuff.
Q:
you are BEAUTIFUL
Yes
I made a mod for Deus Ex that smooths out the lipsyncing and blinking. Here’s a twitter thread about it, download link within.
Been working on a rope/grapple thing for a bit, not for any particular project. More on twooter.
Here’s some of the stuff I’ve worked on in the past year:
-Weird West, an action RPG from the creators of Dishonored
-Transmission, a game where you’re an overnight courier in an open world of chilled-out synthwave vibes
-The Siege & The Sandfox, an irresponsibly detailed ‘stealthvania’
-Adios, in which a pig farmer decides he no longer wants to dispose of bodies for the mob
Got wrapping and unwrapping working with my new grapple! Basically spiderman. Tom Francis’s vid about this very problem helped a ton.
Q:Heya joe I see you’ve been offering private tutoring in unreal. Have you ever considered putting together some kind of course and selling it on gumroad? I for one would be so down to throw my money at that!
I haven’t really, no. I suspect it wouldn’t make me much, but that’s not really based on anything. What would you want it to cover?
Reckon I’m done with this now. Clips from various stages during development (which was 2 days); a few glitches can be spotted which I fixed after recording. Twitter thread chronicling development here: https://twitter.com/joewintergreen/st…
The interactively rippling water seen here is Elliot Gray’s UIWS plugin for UE4.
Headcrabs have full AI, and they’re puntable and grabbable with the gravity gun. My work here is done (maybe). Took 2 days.
Gave the headcrab AI.
Further to that last post: whipped up the gravity gun real quick. You can punt a crab around! Now I pretty much just need to give the headcrab AI and put it in a cool-looking environment.
First of a few vids on this. I was talking on the Impromptu discord about how much better headcrabs would be in Half-Life 2 if they responded properly to physics, and how I could totally whip up some great headcrab stuff if I could get the assets into UE4. Then I found out Blender (unlike any other program) actually imports and exports Source models and animations properly, so I’m making good on my bullshit.
I always like to start an NPC by making it playable, then I just need to whack a brain on it. Here the headcrab correctly falls off stuff rather than perching impossibly on ledges, uses physics-based animation (physically simulated but still flailing around), and rights itself after getting knocked around. Goal is to just make a little playable demo where you can knock some headcrabs around with the gravity gun.
A couple of you suggested I support using the mousewheel to twiddle the doohickies on the safe. That works now and it’s real good.
Today I implemented safes that work with codes or keys!
Back on UE3, InFlux used FluidSurfaceActor for cool water ripples. That’s not in UE4, so I was just gonna ship InFlux Redux without it, but Elliot Gray’s new UIWS plugin saved the day.
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