About: Development of Doom   Sponge Permalink

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Following the successful release of Wolfenstein 3D in May 1992, most of the id Software team worked on the sequel, Spear of Destiny. Since this game used the same engine as Wolfenstein, lead programmer John Carmack could use the time to begin work on the company's next-generation graphics engine. With significant effort, choosing to isolate himself from the rest of the team for a long period of time in order to avoid distractions, he implemented various new features, including varying light levels and texture-mapped floors and ceilings. He even added support for sloping floors, although this feature was later removed. The engine was not developed with Doom in mind, and in fact Doom was not the first game to make use of it: Raven Software licensed an early version for Shadowcaster, which wo

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  • Development of Doom
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  • Following the successful release of Wolfenstein 3D in May 1992, most of the id Software team worked on the sequel, Spear of Destiny. Since this game used the same engine as Wolfenstein, lead programmer John Carmack could use the time to begin work on the company's next-generation graphics engine. With significant effort, choosing to isolate himself from the rest of the team for a long period of time in order to avoid distractions, he implemented various new features, including varying light levels and texture-mapped floors and ceilings. He even added support for sloping floors, although this feature was later removed. The engine was not developed with Doom in mind, and in fact Doom was not the first game to make use of it: Raven Software licensed an early version for Shadowcaster, which wo
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abstract
  • Following the successful release of Wolfenstein 3D in May 1992, most of the id Software team worked on the sequel, Spear of Destiny. Since this game used the same engine as Wolfenstein, lead programmer John Carmack could use the time to begin work on the company's next-generation graphics engine. With significant effort, choosing to isolate himself from the rest of the team for a long period of time in order to avoid distractions, he implemented various new features, including varying light levels and texture-mapped floors and ceilings. He even added support for sloping floors, although this feature was later removed. The engine was not developed with Doom in mind, and in fact Doom was not the first game to make use of it: Raven Software licensed an early version for Shadowcaster, which would be published some months before Doom. After the release of Spear in September 1992, development began in earnest. The initial idea was to make a licensed game based on Aliens, one of the team's favorite science fiction-action films, and some negotiations were conducted with 20th Century Fox. This plan was eventually abandoned in order to get more creative freedom. John Carmack instead conceived of the basic theme for the game: demons versus technology. Doom was then imagined as a cross between Aliens and the team's favorite B-grade horror movie, Evil Dead II. The idea to include demons was also inspired by their most recent Dungeons & Dragons campaign, which had ended with demons overrunning an entire planet.
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