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Monthly Archives: December 2012

What I Did on My Christmas Vacation

I apologize in advance that this posting is a rambling mess. The Background Way back in 2008 when I came upon the core idea of this game, the design was the exciting part. Though I started in games mainly as a technical person who was excited about technical challenges, I …

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Jonathan Blow December 30, 2012 December 30, 2012Development 62

A Cliffside Cliffhanger

This is a little mystery about a rock that refused to move. The rock lives off the coast of The Witness, just beyond the desert cliffs: I do not know who made this rock or how long it has been there, but when I first happened upon it, I found …

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Casey Muratori December 24, 2012 December 24, 2012Development 83

Finding and Fixing a Five Second Stall

The great thing about programming on Windows is that it is the only commercially viable platform where you can ship software to users without getting approval from a giant bureaucracy (well, perhaps I should say it used to be). The not-so-great thing about programming on Windows is that, well, the …

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Casey Muratori December 18, 2012 December 18, 2012Development 46

Mapping the Island’s Walkable Surfaces

Despite not even being finished, The Witness is already one of my all-time favorite games. I’ve been playing it since Jon started developing it several years ago, and I could not be more excited about its upcoming release. Unlike Jon’s previous game Braid, the asset and programming scale for The …

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Casey Muratori December 12, 2012 December 12, 2012Engine Tech 50

Island Snapshot

We haven’t done one of these in a while. Here’s what the island looks like currently: The current puzzle count is 497. (This is lower than last time; last time was an overcount, as we had some temporary duplicates in the world that were being counted mistakenly.)

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Jonathan Blow December 10, 2012 December 10, 2012Progress Shots 28

Collecting Playtest Data

In The Witness, when progress in your game is saved, we also save a thumbnail that shows you where you were. This makes it easier to load a particular game later if you had multiple saves. Here is our current, very unpolished load screen: Right now, we save the thumbnail …

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Jonathan Blow December 2, 2012 December 2, 2012Development, Engine Tech 25
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