Lot's of cool stuff in there. For the Doom stuff here is that wrapup article of Steve again. And no, Doom isn't coming out tomorrow.This led to Carmack expressing his thoughts on the growth of the mod community since the days of DOOM. Discussing the technical difficulties that some parts of Q3A present to mod developers, Carmack explained that some of the inherent technical obstacles in mod making for the Quake series served as a sort of litmus test for amateur developers--if you didn't enjoy unlocking the secrets that enabled you to make the most basic of mods, you probably weren't going to enjoy making anything larger than that
After the crowd had left, I asked John Carmack what the status of Trent Reznor of Nine Inch Nails and Doom 3 was. Apparently, Trent very much wants to do the music for Doom 3. Carmack added that a title soundtrack would also be something they might do for Doom 3, such as done with Quake III, as well as an opening theme like the Quake II introduction sequence. The music should be more ambient as well than idÂs two previous games, Quake II and Quake III. All those who are worried about not being able to hear enemies in the game can breathe a sigh of relief, as this will also not be an issue with Doom 3Âs music.
- 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).
> In the same interview he said, that he doesn't like integrated editors, and will never do so.
That was a significant change in my stance over the last year. Did I actually say "never"? You can just take the short answer of "I was wrong", but here is the longer argument (I went over this some in the talk): [snip]I do think there are real benefits to the user community from having the tools with the game -- my earlier objection were always based not wanting to give up any possible advantages that we could have as developers. The advantages are going to be especially strong for the linux and mac platforms: the entire tool chain will be available from day one on every platform the game runs on.
John Carmack
- 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)
- 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.
6pm update: I just realized I left out one important detail. Carmack mentioned off-handedly that there will be a test release of the new Doom.
Hes Game for Games
... hes been talking to John Carmack about scoring the music for a new version of Doom. I would do something like that mainly because its a hobby of mine, I appreciate the technology, and its fun to work outside Nine Inch Nails once in a while. <snip>
Nope...but it can't be helped. Too many message-boards and news pages. Oops, forgot about "fan mail". There are always great ideas to be kicked around that originate off of Scary's, EA's, etc. However I've always been for periods of "net blackouts" where the designers can sit down and focus on the overall project, or task at hand.
Yeah, we're just pulling out all the stops today. Another Napster story, and another Doom story. Dig it! Oh, we're not gonna call it Doom3 around here anymore btw, id Software has never called it that so we'll just lean towards calling it 'Doom' or 'new Doom' or something.
... "We expect to once again dramatically advance first-person gaming both technically and artistically with this title," Hollenshead added. "Other than that, id does not plan on issuing additional comments until the game is ready to speak for itself." <snip>
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