Joe Wintergreen Profile picture
video game dev. weird west, adios, #influxredux, other shit. friendly dev chat: https://t.co/0dHdsmECZD he/him. add me elsewhere. cohost, bluesky, masto, wtvr
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Apr 27, 2022 4 tweets 3 min read
me @ the doctor 15 times a year every 5th time when a doctor quits and i get a new one
Apr 26, 2022 10 tweets 2 min read
it is true and weird that both half-life games are considered super influential and important and were good, but almost nothing of what was compelling about either of them was adopted into anything else. they are still pretty much the only place to find the things they did one of the funnier ones is people thinking they have taken the "it's first-person the whole thing!!!" thing from half-life but they've actually discarded the "never take control of the camera" thing and gone with "it's all one long shot!" which is fuckin nothing
Apr 25, 2022 6 tweets 1 min read
I'll make the new Twitter. It'll be great. I'll make it in Unreal Engine 5 "Night Mode" won't just be a colour change, there'll be a whole day/night cycle. It can rain. Your tweets can get wet
Apr 25, 2022 12 tweets 2 min read
Hi I'm Joe here's what I'd do if someone at Valve put a gun to my head and told me to add a new type of Special Infected to the video game Left 4 Dead First you need an issue you want the new thing to solve, imo, so for me that's when players rush. AI or VS, players in L4D can pretty much rush past everything if they want. I don't like those players, they can only have a good time if everyone else has a bad time, SO
Apr 4, 2022 11 tweets 2 min read
Neat Small Things In Weird West You Might Not Notice Thread

-dynamite is imsim mode at all times. if it's lit, it will douse if the lit part of the fuse gets wet. if it falls partly in water, it's still gonna blow if the fuse is dry down to the stick. doesn't matter who threw it -lit molotovs also can be doused. if you throw one in a river, it goes out instead of exploding and you can fish it out of the river and reuse it. neat!
Apr 3, 2022 30 tweets 9 min read
I've begun the PC version of Splinter Cell 4, which I never finished. It's by Ubi Milan and Shanghai again, like 2, which I just finished and quite enjoyed, sort of to my surprise. Xbox/ps2 version of this is by Montreal (devs of 1 and 3) and completely different, but same name Chaos Theory introduced the "you can see stuff what's electric" viewmode and pretty much did nothing with it, this is already making good use of it, which is neat.
Jan 8, 2022 22 tweets 5 min read
Something else I worked on on Weird West (@WolfEyeGames) is the hiding of walls/floors/etc between player and camera. Roofs dissolve out completely based on some more-involved-than-you'd-think traces, walls dissolve (using TAA dither) from ankle-height up in a plumbob shape #ue4 Initially I was not using a plumbob shape and just trying to math my way out of the problems that come with using a cylinder, this is better and was a suggestion from @kurtruslfanclub (DSD's does that) Image
May 19, 2020 48 tweets 14 min read
Gonna look at Half-Life: Alyx's SDK and tweet about it a little. If you don't know already, I've historically had a big old axe to grind with modern level design tools! Still do. Neither Unity nor UE4 has level design tools worth mentioning built-in. This looks more promising. Of course, Valve's not Unity or Epic - Valve just makes games; they're not big into licensing. These are internal tools, so there's gonna be jank. It's part of why actually devving on this engine would be a bad idea. But we sure can steal their awesome tool ideas!
Jan 4, 2019 10 tweets 2 min read
<me, idly, looking at cat pictures>: the idea that the alien from Alien was created by anybody rather than just evolving makes its existence fundamentally way less scary the idea that you could just be wandering the universe and come across something incredibly horrible and terrifying is way more scary without it having to have been a biological weapon created by some other dipshit
Sep 18, 2018 6 tweets 2 min read
level design is a field on life support having been stomped on by expensive AAA workflows which have been artificially forced as standard and has fallen into a hellhole where people confuse it with other skills more often than they don't theory: widespread adoption of modular mesh based workflows and dropping level design tools came out of epic doing it successfully but that only worked because of them

-being super rich
-making games at the time that didn't particularly need strong iterative level design (gears)