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  • Into the depths, of Into the Shadows


    I gave myself a challenge this weekend, something I had actually wanted to do for a while but I’d unfortunately been too absorbed into other things to find the time to take a proper look. Now, there’s a considerable amount of information you can draw from what’s here so I would consider this the first part which might be followed up with some additional information at some stage; it’s very difficult for me to add every single little detail here as much as I would love to.

    Into the Shadows; this is likely a very unfamiliar name for a video-game to many people, which is quite unfortunate given that it was truly a technical marvel for it’s time. The game itself has often been touted in public as a action fighter, compared to the likes of many fighter games of the day such as Virtual Fighter and not so much as an RPG, though from my analysis I think the game was actually very likely a combination of both - I’m not entirely sure why there were mixed messages regarding this, it’s possible the development team weren’t entirely sure themselves, we are after all talking about a game that was incredibly early into it’s development. Regardless the depth of the gameplay that was to be featured in the game has not been publically documented in great depth, very little is known about how the game actually played.

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  • Discord Server!

    Image result for discord logo

    I’ve been meaning to do this for a while now, but we now have a Discord server!

    Feel free to join up, chat about game development, cut content, reverse engineering, or whatever you feel you want to share with the rest of us. If you’re interested to see slightly more frequent blobs of updates then this will be the place to see them too.

  • Iron Storm Packages

    I know very little of the Iron Storm game, admittedly, but Saturday evening I decided to take a look at the game and wrote a loader for its package format. The package format used in Iron Storm is made up of an LST file, which is basically an index of all the files within the IBF file—the IBF being the actual file that contains the data used by the game.

    There isn’t a lot to say about either of these, but I’ve provided the information below for prosperity; hopefully someone will make something neat out of it!

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  • A closer look at the Unreal Technology Demo

    At the European Computer Trade Show, on September 6th 2000, Epic Games unveiled a technology demonstration of the Unreal Engine, showing new features and capabilities that they were introducing to the engine. A number of new features were shown that Epic Games were looking to introduce to the engine in the short term, along with PlayStation 2 support, but with the long term goal of producing a new engine entirely. This iteration of the engine eventually came to be known as the Warfare engine, now known as Unreal Engine 2, the predecessor to Unreal Engine 3.

    The technology demonstration was unsurprisingly comprised of a number of different demonstrations but a lot of these provide some fascinating insight into the development of the engine and the upcoming games at the time. We’ll be going over each of these as they appeared in the video below and doing a short analysis on each.

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  • Weekly Update

    I’ve kind of realised that I’m not doing frequent enough updates. Perhaps it’s time I got into the habit of doing weekly updates just so you know what’s going on and that I’m not totally idle.

    So yes, I’ve certainly slowed down with producing videos. It’s not intentional but I’ve kind of lost the motivation a little due to how long the last few videos have taken to produce and the amount of crap I’ve had to deal with when it comes to the Source engine.

    Generally I just don’t look forward to launching Hammer, dealing with the crap content pipeline and essentially basically showing things that I’d imagine most of you have already seen; it doesn’t make me feel especially productive. I’m looking to do videos on other things, but I’m afraid I don’t have anything in the pipeline quite at this time.

    I’m gradually looking at switching my format to doing more analytical works which is something I’ve always wanted to focus myself towards, primarily in written articles as I can cover more than I could in a video. There are two articles in the works at the moment, one focusing on Unreal Engine 2 and another that covers the last Half-Life 2 video I produced.

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