Jason OConnell
@junctioneight.bsky.social
Current: Relics of the Oracle / Prev: Prey (2006), Rage, Doom (2016), Doom Eternal / Personal Account.
Hyperspace jumps! This was a fun Saturday addition.
💥 Ships shooting back and exploding is working! Small, but important victories.
I've been toying around with some space exploration and being able to board ships/locations. The interior exploration is modeled after classic raycasting engines used in the early 90s.
Not what I expected to see while looking through an old photo archive, but I'm happy to have seen this again.
Testing projectiles today and worked a little on his tentacles flapping when he attacks. Overall, I think this guy came out pretty cool.
Well, that's a wrap on the Dark Ages DLC! Visual nit-picks aside, there were some insane encounters that will leave my fingers blistered for the rest of the week. I played TDA for combat, and it didn't disappoint.
The classic maps in Revelations look/feel like they were made in Dreams on PlayStation.
I'm all for more classic maps as easter eggs, but I'm not sure what this is.
id Software is what it is because of the marriage between design and internal tech. We've seen a company go through its ups and downs when these two things are out of sync, but when they are aligned, the studio is pure magic. You simply cannot have id Software with just one.
Today has been an absolute shitshow, and it kills me to watch my former colleagues at id Software have to deal with it. I spent over a decade in the trenches with some of these people, and I know firsthand how strong they can be. This sucks, but you've got this. You're meant for something greater.
I should head to bed, but I've hit nostalgia overload by digging through a file archive from the mid-90s.
Cleaning out some office storage and found one of my Doom 2016 notebooks. Every page is full of playthrough notes, things to fix, things to tweak, etc. There’s a few pages dedicated to the redesign of Foundry to turn it into what shipped, and also a few pages dedicated to figuring out classic maps.
Today was all about making sure that this fella could take damage and die.
Spent the past couple of days getting this little floating sack of brains navigating the level.
I forgot how much I missed working on indoor sci-fi spaces. Most of my Doom 2016 and Eternal work was hell-based or outdoors.
Took a little more of a break than I intended, but hey, back to tinkering with stuff!
Happy Friday! Here's a slime being punched in the face. Have a great weekend!