Tag: dev scoops
-
half-life 2 source code: a trawl
—
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…
-
InFlux/Redux comparison/dev thoughts video
—
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
-
Dev Scoops: XCOM/2’s art direction
—
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.
-
edsplash.bmp: a collection
—
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
-
game dev post: Weird West dissolvin’ walls
—
One of many things I worked on on Weird West is the hiding of walls/floors/etc between player and camera. When I joined the project, roof-hiding and the-floors-above-you hiding were all that was in; the camera went top-down at about 80 degrees when you entered a building. I found that a bit disorienting and wanted to…
-
my Weird West first person mod is out
—
When Weird West got its final patch, it introduced mod support, and includes the First Person Mod that WolfEye got me to finish up after I put out a vid of a much jankier version I pooped out a while back. Here’s a kind of low-energy making-of video that I threw together.
-
-
dev scoops: Max Payne Kung Fu Edition
—
The most impressive video game mod of all time is for certain Max Payne: Kung Fu Edition, which, despite being by far the most accomplished Payne mod code-wise and having a ton of custom animations high quality enough to fit in with the rest of Max Payne, was developed by one guy, Kenneth Yeung.
-
Dev Scoops: Simulating Eyes in Half-Life 2
—
Years ago, I was making a stealth game in Unreal that I’ve since had to cancel amid circumstances beyond my control. At one point I was trying to make my characters’ eyes nice, and the gold standard for that was (and arguably still is) Half-Life 2. HL2 takes a novel approach: the eyes are not…
-
Dev Scoops: Max Payne 2’s character shadows
—
A while ago I tweeted about Max Payne 2’s character shadows, which were really nice for 2003. Luckily, a couple of Remedy folks who worked on the game saw it and provided scoops:
-
dev scoops: Fire Propagation in Weird West
—
Here’s something I did on Weird West that I thought was cool: fire propagation across grass and foliage. Lots of stuff is flammable in the game, and there’s a general elemental signal system that handles most of those interactions, but foliage needed some special handling.