joe wintergreen dev blog

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Q:

Are you still making that stealth game? Been following you for a good year lol

Anonymous

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.

  • 3 months ago
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Q:

you are BEAUTIFUL

Anonymous

Yes

  • 3 months ago
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I made a mod for Deus Ex that smooths out the lipsyncing and blinking. Here’s a twitter thread about it, download link within.

    • #deus ex
    • #modding
    • #deusex
    • #lipsyncing
    • #unreal
    • #unrealscript
    • #gamedev
  • 5 months ago
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Been working on a rope/grapple thing for a bit, not for any particular project. More on twooter.

    • #ue4
    • #gamedev
    • #grappling hook
    • #grapple
    • #rope physics
    • #rope
    • #ninja rope
  • 10 months ago
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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

    • #gamedev
    • #ue4
    • #adios
    • #weird west
    • #transmission
    • #siegefox
  • 11 months ago
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Got wrapping and unwrapping working with my new grapple! Basically spiderman. Tom Francis’s vid about this very problem helped a ton.

    • #ue4
    • #gamedev
    • #grapple
    • #blueprint
  • 2 years ago
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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!

Anonymous

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?

  • 3 years ago
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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.

    • #ue4
    • #gamedev
    • #halflife
    • #half-life
    • #half-life 2
    • #headcrab
    • #blueprint
  • 3 years ago
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Headcrabs have full AI, and they’re puntable and grabbable with the gravity gun. My work here is done (maybe). Took 2 days.

    • #ue4
    • #gamedev
    • #half-life
    • #hl2
    • #headcrab
    • #blueprint
  • 3 years ago
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Gave the headcrab AI.

    • #ue4
    • #gamedev
    • #half-life 2
    • #hl2
    • #headcrab
  • 3 years ago
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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.

    • #half-life
    • #ue4
    • #gamedev
    • #hl2
    • #headcrab
  • 3 years ago
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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.

    • #ue4
    • #gamedev
    • #half-life 2
    • #half-life
    • #hl
    • #hl2
    • #headcrab
  • 3 years ago
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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.

    • #ue4
    • #gamedev
    • #blueprint
    • #skint
  • 3 years ago
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Today I implemented safes that work with codes or keys!

    • #ue4
    • #gamedev
    • #skint
    • #0451
    • #safe
    • #code
    • #imsim
  • 3 years ago
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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.

    • #ue4
    • #gamedev
    • #water
    • #uiws
    • #influxredux
  • 3 years ago
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Dev blog of Joe Wintergreen / Impromptu Games. Possibly available for contract work.
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