Tag: imsim
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my Weird West first person mod is out
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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.
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here’s some pretty pictures from a game i had to cancel due to circumstances beyond my control
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map by Suzanne Will and I
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is it an imsim: splinter cell chaos theory
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imo, yeah a little bit? but it’s not much of one. i reckon the core of imsim is “things are systemic”, they don’t work/not work arbitrarily or case-by-case, and also the world has to be designed as a world, not a level, filled with those systems. this is how you get cool emergent results, and…
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the worst part of deus ex: human revolution is actually the best part
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get around, you were just forced to fight and kill a guy? And everyone was mad? And later the devs patched in other options, basically one for every style of play you might be into? Well I’ve decided they were right the first time
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cohost ask: dishonored thoughts
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Anonymous User asked: say a thought about Dishonored. maybe multiple Dishonored rules, obviously. Here are some selected thoughts I have had about Dishonored.
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cohost ask: favourite Dishonored levels
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Anonymous User asked: favorite Dishonored level from each game? (I’m the Dishonored Anon I’m only capable of thinking about the game Dishonored)
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dev scoops: Fire Propagation in Weird West
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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.