Making slow progress.
Very interested in seeing this. One thing I notice though is you donât seem to be using quads / sprites for this and instead are doing it all in true 3D. Just noting it. Doesnât matter one way or the other. Other than I am just a bit curious if there is a reason you made this choice.
I think this could be your most popular game if done right. Fast action. Excellent feel. Tight controls.
Mr Arowx I believe you that you can make a game that fast. I have seen a YouTube video of someone making Minecraft in a day. So its possible. And in the old Spectrum era people used to churn out games in a week or less.
Either they used an existing asset that implemented the bulk of the game for them or they only achieved alpha era Minecraft.
Building games for older 8-bit machines was easy until you started to push against the boundaries, but I donât know of any examples off the top of my head where they took a week or less outside of a port of an already developed title.
If there are examples though itâs because developing for those platforms only required you to be a good programmer. Being good at artwork, music, sound effects, etc only became important once we started moving beyond that era.
By the way one of the shorter development times Iâm aware of was E.T. for the Atari 2600 which took about six weeks.
http://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html
About 13 hours in basics working UI, gun hand, potions/armour, switches, doors, acid pools working.
Note using physics so no steps all ramps. Not a 100% match of first level but getting closer.
Still not got:
- Enemies going to try and model them in 3D (the originals were repainted photographed models) with fixed poses they can switch between.
- Shooting.
- Textures.
- Ammo.
- Shotgun Hands.
Having fun though. Calling it a day for now.
Whatâs stopping you from using the same collider for the stairs that you would use for the ramps? I doubt anyone would care or notice on a fast paced first person shooter though the ramps might give a better ultra low poly feel than stairs would.
If I remember correctly the steps in Doom pretty much feel like ramps anyway.
Interesting what you find out when your looking for details on an old game - doom sprites started out as real world modelsâŚ
Some did. A lot were just made from scratch because working with clay in that context was ridiculously cumbersome and time consuming when you needed to change poses. Like, I hesitate to call the Pinky demon a scan when it was more completely drawn over.
Zombie Guard and Trooper (Modelled and Posed, Not Active Yet) along with programmer art Doom Guy selfie (looks like hell!).
And the Imp (Just posing not active).
Still lots to do!
ArrowX, what youâre doing is not a recreation of doom level. It is a tribute at best. But not recreation of the original.
If youâre recreating original level, enemies must be sprite based. The gun must be sprite based. The face of the marine must be sprite based as well.
What youâre doing right now is not doom.
If you want to use 3d models, try quake 1 level instead.
Sprites are made of pixels right and 3d models render to pixels, therefore Iâm almost using sprites?!
Iâve got the monsters chasing the player! Itâs getting there!
PS: Can you get a shotgun from the shotgun zombies or do you need to use the secret room?
The makers of doom photographed real 3d models. I could take my 3d models and photo them then put in sprites but thatâs a who load of extra work just to show the models in the game!
So? Deal with it. Youâre recreating something, not reimagining it entirely.
See this is why you need to choose a simple game (eg Pitfall II) to recreate. Picking one of the most popular retro games and only half heartedly recreating it was doomed to get people complaining.
Iâve even made a spinning intro screen!
Iâll just say itâs a demake of the new one!
What if I have invisible to the player monsters that take lores selfies to a sprite doomguy can see?

