Also, these kind of games make it feasible to write a random level generator that actually makes okay levels (there are such generators for Doom), and allow users to create their own levels with custom art styles in a day or so.
Also, these kind of games make it feasible to write a random level generator that actually makes okay levels (there are such generators for Doom), and allow users to create their own levels with custom art styles in a day or so.
Also, in case you're interested, I created a making-of video for Xibalba[4] that explains the tech and level editor a bit.
[1] http://phoboslab.org/xibalba/
Here's how it works.
http://lodev.org/cgtutor/raycasting.html
A doom engine is a little more involved and requires BSP trees, more clipping/culling and something closer to actual 3d (floors and ceilings with variable heights, geometry that doesn't fit onto a grid).
Both of the games used 2d sprites for enemies rather than 3d models, so you could draw all of the graphics with paint rather than a modelling tool which would probably be a significant time saver.
A psuedo 3d wolfenstein clone written with a reasonably optimized raycaster would probably outperform a unity version quite significantly. I don't know how well suited unity is for having 3d game entities represented by flat textures instead of 3d models for example.
* http://en.wikipedia.org/wiki/Binary_space_partitioning
I keep thinking about the Malcolm Gladwell "Ten thousand hours to expertise" idea, and for Carmack to be looking at this sort of stuff at the age of 22, he basically had to eat sleep and shit computer graphics for years and years on end before he could be in a position to apply this to a computer game.
2) Game logic - a game like Wolfenstein has basically planar gameplay, you can't jump or aim up and down. You could play the same game in top-down view on a grid of squares.
3) Rendering - it should take you at most a day to write a Wolfenstein like renderer. Might be scary if you've never done 3D before, but it's a great starter project.
In any case, heretic and hexen actually let you look up and down. Crispy Doom (among others) have backported this feature and hook it with mouse aim.
Try shotgunning someone high up and far far away. Either there's a distance limit to auto aim, or it's just really damn picky about how perfectly you're lined up. Most of your shots will hit the wall below him.. it can be frustrating.
Here's the entire cacodemon spritesheet http://doomfansite.synthasite.com/resources/Cacodemonsheet.g...
Every monster that can walk needs to have a fully animated walk for going towards the player and away from the player and every angle in between. Ditto firing anims. That's a lot of walk cycles. They cheat with the death anims since the monster always faces the player to die. Still, lots of walk and firing anims.
The approach also fails for PVP models because players can fire and move at the same time, which creates the "skating" effect from Doom/Quake1/Quake2.
- signed, an art person.
http://static.giantbomb.com/uploads/original/0/2807/1702120-...