The book of inspiration

April 6, 2009

a visit to id software, 1993

Filed under: games — Tags: , , — zproxy @ 7:06 am

[…] he found a VHS tape that had some DOOM footage on it before its release


Read about the making of doom.

[…] I want a game where you control a group of four marines from an isometric perspective. One of them should have a device which allows you to mind-control the demons. – sneetch

[…] A Doom II remake with a built-in map editor, mod downloader and community features would keep me entertained for the next 10 years or so. Think Trackmania, but with demons. – yehat

[…] I want it all procedurally generated. Infinite Doom!

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March 24, 2009

Wolf3D for iPhone

Filed under: games — Tags: , , , , — zproxy @ 2:21 pm

[…] the Red Cross organization had asserted their trademark rights over red crosses (sigh) some time after we released the original Wolfenstein 3D game, and all new game releases must not use red crosses on white backgrounds as health symbols

[…]It will not be hard to take the code that is already fun to play, pull a bunch of fun things off the net out of various projects people have done with the code over the years, dust off some old map editors, and load up with some modern quality art and sound.

Everyone is perfectly within their rights to go do that, and they can aggressively try to bury the original game if they want. However, I think there is actually a pretty good opportunity for cooperation. If anyone makes a quality product and links to the original Wolf app, we can start having links to “wolf derived” or “wolf related” projects.

That should turn out to be a win for everyone.

I’m going back to Rage for a while, but I do expect Classic Doom to come fairly soon for the iPhone.

[…] by John Carmack

Here is my take on Wolf3D which dates back to 2008 august. It is  a flash prototype, written in c#, converted to actionscript via jsc compiler and running on dell latitude xt.

Treasure Hunt
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January 16, 2009

The Making Of Doom

Filed under: life — Tags: , , , — zproxy @ 7:22 am

“The game designer shouldn’t be making a world in which the player is just a small part,” echoed Carmack. “The player’s the boss; it’s your duty to entertain him or her.” In the midst of this debate and other creative differences, Hall left Id to become project manager at Apogee. – gamesetwatch

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