More stealth game, HammUEr, and a video about Oni

Still going on the stealth game, making my maps in Hammer via Hammuer…

…and I did a video about Oni, the best Bungie game. The crazy thing about Oni is that the modding community got started seven years after the game shipped.

Extreme Bicycle ’64






Extreme Bicycle ’64 (possibly Extreme Bicycle Universe ’64) is this kinda-cool future-motorbike combat game I’ve been working on from time to time on the side. There haven’t been that many developments here since the last build I put up, but a lot of tweaks and a lot of prettied-up assets and effects for stuff. A new weapon too, I think.
It also has a main menu now with a working (well, for LAN anyway) server browser and host game button. Should be much easier to test multiplayer now!

Folks have been saying it reminds them of Extreme G a lot and asking if I’m doing a remake, and I never played that, but looking at it on Youtube it looks really really rad, so hopefully that means I’m on the right track.

I’m packaging a build right now and will upload it and add the link here as soon as. If you’re reading this and more time than you would expect has passed and there’s no link, uhh, whoops, maybe email me.

Oh, here it is

New stealth game vids

I have here a couple new videos of the thing temporarily known as Thiefygame (hopefully not for much longer). This second one below is more recent, but less exciting, I was really just testing my new mic.

By the way, I have a new mic! This means future videos I do that have me speaking in them will hopefully seem less unprofessional, and probably it’ll motivate me to do more of them in the first place and get my money’s worth.

Sir Isaac Fruiton: Standing on the Shoulders of Giants

So Epic do UE4 game jams once a month, and this last month it was the EPIC MEGA JAM for whatever reason, and the prizes were more alluring than usual so I decided to do it (only other time I’ve done it was Interstellar Bar Billiards). The theme was “Standing on the Shoulders of Giants”. I teamed up with some of the guys at Pub Games, who are another working-with-UE4 company just down the street from me, and we called ourselves Impromptu Pub Giants and made Sir Isaac Fruiton: Standing on the Shoulders of Giants: An Historical Drama. It’s the true story of Sir Isaac Newton and his small army of Mecha-Newtons, on whose shoulders he had to stand to reach the apples which were instrumental in all his major epiphanies.

The allotted time for the jam was a week, but we only spent two nights because we’re busy people. Even so, we were one of three of Allegorithmic’s Picks so we all get free licenses to Substance or whatever! Woooo!

Download link.

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A one, two or four player game where you pilot the Giant Mecha-Newtons whose shoulders Sir Isaac Newton stood upon whilst making all his major discoveries. Acquire as many apples as possible, to have as many epiphanies as possible, without unbalancing Sir Isaac Newton.

At game start, you can enter a town name from which the town is generated, so if you make up a town name it’ll be the same every time, etc.

In single or two-player, Newton stands upon the shoulders of two giants. The left analog stick controls the left giant and the right analog stick controls the right giant. For two-player, two players share a controller. Bumpers are jumpers (Keyboard controls: wasd for left giant, arrows keys for right giant, left and right ctrls jump). 

In four-player, Newton stands on the shoulders of two giants who, in turn, stand upon the shoulders of four other giants. Four players share two controllers, with each analog stick controlling one giant. Bumpers are jumpers.

Known issues:

After changing levels/entering a level for the first time you might need to click before you can control Newton’s giants. Whoops.

Multiplayer, stealth mechanics and boids

Added multiplayer to the stealth game! This took way less time than I thought, though obv it’s not perfect yet. Didn’t build it with multiplayer in mind at all, but was able to make all my functions replicate properly and now you can run around with a mate messing with the guards. Everything pretty much works except fire propagation – I hadn’t done replication yet when I built that system, so I’ll probably go through and add it at some point and put an update out for the marketplace version. I’m pretty happy with that since I hadn’t dealt with replication at all until a few months ago, but it turns out it’s one of those things that’s conceptually super difficult until suddenly it’s not and you start to be able to manage it all pretty easily. Having said that, all the tutorials I’ve found on it, even Epic’s rather good video tutorial series, don’t explain it super well, I’ve found – they just point you in the right direction and you don’t truly figure it out until you’ve run into a bunch of common gotchas and spent hours figuring them out. Wondering if I could do a better Blueprint Replication For Rookies tute. Perhaps I will.

I also did a few new behaviours for the AI guards, which are pretty neat. A bunch of new mocap animations came out on the Unreal Marketplace. The super generic ones, like the gesture pack, are the best.

Guards now sheathe their swords when nothing’s going on:  


Guards now relight torches you’ve doused:

And they gesture when they talk to each other now: 

Also, I had a go at some bird flocking behaviour in Blueprint. Pretty reasonable results for a quick go I reckon. Based loosely on this old thing:

Hypothesising Negative Effects of Ubiquitous Modular Mesh Based Level Design

This is kind of a Part 2 to my Level Editing In UE4 Kinda Needs To Catch Up To Quake 1 video. In it I discuss how I reckon the skill of level design has been undermined somewhat over the last couple decades or so. It’s just, like, my opinion, man. Not sure how succinct this one is compared to the other one.

I actually do a lot of my UE4 level editing in Hammer now. More on that in another video probably.

Here’s the first video again:

Cool NPC speech stuff with data tables

Today I used data tables in UE4 for the first time! I’m using it for NPC dialogue. Basically I keep a spreadsheet in Excel full of possible NPC lines and certain info relating to them and they get used in the game, if I wanna add more lines I just add more to the spreadsheet and it’s really easy to add a new type of line also.

As you can see, my dudes now
-randomly chat with a random statement/response system ala HL1/HL2/Dishonored when they’re not busy doin’ somethin’ else
-notice and remark upon torches I’ve doused with water arrows using different lines depending on whether they’re alone or not
-greet each other
-exclaim upon finding a corpse of a friendly, using different lines depending on whether they’re alone or not
-exclaim upon hearing a noise/seeing the player/losing sight of the player/catching fire using different lines depending on whether they’re alone or not.

P sick.

#UE4Jam game: Interstellar Bar Billiards

Did a game jam, which I never do! The theme was “Earth-Shattering Kaboom”. I made this!

Download link


Interstellar Bar Billiards v1.0 - Impromptu Games - 2015
Hi! This is the readme for Interstellar Bar Billiards! It's a little game made with Unreal Engine 4 in a couple of days for the #UE4Jam of June 2015. It's by Joe Wintergreen. Enjoy the video game!

To win, destroy all the planets, either by sinking them into black holes or causing them to fall into the sun.

Interstellar Bar Billiards is, of course, based on the idea of Intergalactic Bar Billiards as mentioned in The Hitchhiker's Guide to the Galaxy. Thanks, Douglas Adams.


Spacething ( is a first-person adventure game where you build your own spaceship with the help of a sassy shipboard computer.

InFlux ( is a ball-rolling puzzle game that's pretty chill but also, you know, puzzling.

Shotgun Sunrise ( is a co-op multiplayer vehicular objective-based zombie Western.

Magenta Sunset is mysterious.

Well, support Joe on Patreon.

Share the heck out of it!
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