How hard would It be to create a doom 95 clone in unity? I expect that it would be Very very simple , since a lot of it is 2D.
I am thinking of making one just as a learning experience, has anyone ever done this before?
How hard would It be to create a doom 95 clone in unity? I expect that it would be Very very simple , since a lot of it is 2D.
I am thinking of making one just as a learning experience, has anyone ever done this before?
Its easy just planes with texture on it and basic AI.
Yeah I figured
“Easy” is a relative term.
And why would you use a 3D engine with little-to-no 2D support to try and make a game that jumped through hoops to make pseudo-3D???
I think “Quake”-style would be more appropriate, unless you’ve just got a hard-on for 2D sprites and an inability to look straight up and down.
I would just like to try out how it would work making a doom 95 clone. I think it would be fun
I realize this is an ancient thread, but has anyone ever done this?
I wanted to, and was about to, but didn’t feel like it.
It would be very easy though.
It’s easier
than it was back then because back then you didn’t have hardware texture mapping or 3d stuff… so it had to work with its own binary spatial partitioning and ray casting, which at the time was cutting edge. Now you can just model a 3d environment and let Unity take care of drawing it.
from my memory, id held a monopoly on cutting edge for about 8 years. (roughly wolfenstein through quake 1).
then valve/hl and epic/unreal came along and evened things out a bit.
Pretty sure that Half-Life 1 was derived from one of the Quake engines. GoldSource was a heavily modified version of the Quake 2 engine, from memory.
Epic definitely cut in on the space, though.
And levels. And weapons. And a damage system. And a score system. And ammo. Doors and keys. Moving platforms.
Yes, it’s a relatively easy game compared to some others, but there’s a lot more to it than just implementing moving sprite characters.