DOOM Details Wrap-up
by Steve Gibson, Aug 07, 2000 6:20am PDTOk guys now that the weekend is up a bunch of you are back and probably missed the story on Doom details etc. Well here is a rehash (and updated/larger list) of all the bigger details I could remember/dig up. Of course keep in mind all of these details are subject to change.
- Doom will be going back to DLLs, and will be using C++ (with the exception of the rendering code) instead of C - Carmack feels the visual 'wow factor' of the new Doom will be a greater jump than it was from the recent jumps between Quake/Quake2/Quake3. (Lots of neeto new effects), but it will also focus on actual gameplay instead of just that 'wow factor' - Single player is the absolute focus, and Carmack feels it will be their best single player experience to date. - The game and editor/tools are now combined. You'll be able to simply type doom.exe -editor for example (Or maybe even an in-game toggle) (also see story) - Spending more time on the sound code / game code with the new programmers on the team. - There probably wont be much discussion on the gameplay specifics since what made Doom so big is always a subject of arguments. (No talking about the game itself) - All of the Doom code is being written from scratch. Rendering etc. - A port to XBox is likely, Linux is likely (although it will take some work) and Mac will be OSX only. - The game will ship including most of the dev/editing tools - The development/test platform is Windows2000. (They will also support 98/NT) - The target spec system is very similar to the MSXBox (700mhz range, GeForce or better, except 128megs instead of the 64megs of an XBox) - Making mods for Doom should be much easier than previous games due to the tools that are being used being on the same platform as the target playing system - Doom may not be the next game for pro-gaming, he did hint at possible work on Q3A in the future (although if it would be id Software or another contracted company is unknown, probably contract) - Bots have not been decided upon, depends on how frisky Mr.Elusive is feeling - There will be a Doom test release much like the Quakes.Other stuff you should check out is the Carmack follow-up story, as well as coverage on 3DActionPlanet and Stomped. Over at 3D Downloads is an mp3 recording of the talk (11mb).
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Resident Evil: Chronicles HD Collection coming in June




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It was a good decision to go with the "test" phases again.
That is one of iD's stronger points.
I have a turd coming out tomorrow. If you all play with that, it'll almost be the same as playing Doom! :P
http://www.reactorcritical.com/
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YES! I gotta send this news to slashdot! :)
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-Ze BFF d00d
*YAWWWWWWWWWWWWNNNNNNNNNN*
http://www.gamespy.com/stats
suck it down.
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You are saying TFC is part of the game H-L...it is..just as much as IE is part of Windows.
I'm saying that a MOD is a modification to the original game...which TFC is.
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Don't care.
- Carmack feels the visual 'wow factor' of the new Doom will be a greater jump than it was from the recent jumps between Quake/Quake2/Quake3. (Lots of neeto new effects), but it will also focus on actual gameplay instead of just that 'wow factor'
Isn't this what they claimed for Quake 3?
- Single player is the absolute focus, and Carmack feels it will be their best single player experience to date.
Yeah, well, Carmack's an engine programmer, not a gameplay expert...
- The game and editor/tools are now combined. You'll be able to simply type doom.exe -editor for example (Or maybe even an in-game toggle) (also see story)
What, are we still using DOS here? What the hell does this matter? Most people will have two icons, one for the game and one for the editor. Does it really matter whether the one for the editor is launching the game or a separate editor?
- Spending more time on the sound code / game code with the new programmers on the team.
Don't care.
- There probably wont be much discussion on the gameplay specifics since what made Doom so big is always a subject of arguments. (No talking about the game itself)
id Software will again be making a game development kit. Maybe that should be Game Development Kit, trademarked, id Software...
- All of the Doom code is being written from scratch. Rendering etc.
Don't care.
- A port to XBox is likely, Linux is likely (although it will take some work) and Mac will be OSX only.
Of course you're gonna make ports to these platforms...duh.
- The game will ship including most of the dev/editing tools
Translation: we really like what Epic has done with UnrealEd.
- The development/test platform is Windows2000. (They will also support 98/NT)
Eww.
- The target spec system is very similar to the MSXBox (700mhz range, GeForce or better, except 128megs instead of the 64megs of an XBox)
Well, I guess that helps to make sure that the graphics will rock...
- Making mods for Doom should be much easier than previous games due to the tools that are being used being on the same platform as the target playing system
Don't care.
- Doom may not be the next game for pro-gaming, he did hint at possible work on Q3A in the future (although if it would be id Software or another contracted company is unknown, probably contract)
Definitely don't care.
- Bots have not been decided upon, depends on how frisky Mr.Elusive is feeling
That guy hasn't been fired yet? After the shitty-assed job he did on Q3:A's bots, id Software still wants him around?
- There will be a Doom test release much like the Quakes.
Great. Yay. Suckage.
- It comes out tomorrow!!!
Riiight, Steve. Whatever.
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UT is a better game out of the box.
Q3A is essentially an engine that mod-makers use as a base.
The only people who play Q3A deathmatch are those nerdy types that think they'll make a living off of playing games, or people who are easily entertained, or people who can't handle games that are more complex than "kill the other people".
But this is all irrelevant, as Chrono Cross will make UT and Q3A its bitches.
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