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DOOM: The GameDev Challenge

khawk

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Doom: The GameDev Challenge Participation Poll  

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Voted on by the GameDev.net community, DOOM is the next GameDev Challenge.

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DOOM is a 1993 first-person shooter (FPS) developed by id Software and regarded as one of the greatest games of all time. Your challenge is to recreate DOOM in all its glory.

From Wikipedia:

Quote

Players assume the role of a space marine, popularly known as "Doomguy", fighting his way through hordes of invading demons from Hell. The first episode, comprising nine levels, was distributed freely as shareware and played by an estimated 15–20 million people within two years; the full game, with two further episodes, were sold via mail order. An updated version with an additional episode, Ultimate Doom, was released in 1995 and sold at retail.

Along with its predecessor Wolfenstein 3D, Doom helped define FPS genre and inspired numerous similar games, known as "Doom clones". It pioneered online distribution and technologies including 3D graphics, networked multiplayer gaming, and support for customized modifications via packaged files (WADs). Its graphic violence and hellish imagery made it the subject of controversy.

The Doom franchise continued with Doom II: Hell on Earth (1994) and numerous expansion packs, including Master Levels for Doom II (1995) and Final Doom (1996), all ported to numerous platforms. The source code was released in 1997, inspiring further adaptations. Id returned to the franchise with Doom 3 (2004), a horror-focused retelling using the id Tech 4 engine, followed by a 2005 Doom film. A 2016 reboot, also titled Doom, powered by id Tech 6, returned to the fast-paced action of the first games.

Challenge Requirements

Requirements for this challenge are simple: the game must recreate the Doom experience and style of gameplay.

Additional guidelines:

  • Simplify the Doom main menu to only launch a New Game
  • Audio and art assets must be original. Doom assets are under copyright and would require approval from Bethesda.
  • You may not use the original Doom source code that has been provided on Github
  • Optional: One GameDev.net easter egg

Dates

The official Challenge period starts on August 12, 2019 and ends at 11:59pm UTC October 18, 2019.

Submission

TBD. Watch this space.

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Participants who complete the Challenge will receive:

  • 1,000 Pixels
  • Mention in social media and the GameDev.net weekly newsletter
  • The Master of Doom profile badge


15 Comments


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I'm intending to keep the controls and game play the same as DOOM but I had a question about the graphics part which I know plays a part in the DOOM experience.

If I do my own graphics at a higher level than DOOM 1 but keeping to the same style of game play and level layouts? (primitive-blocky but just using normal maps in my textures I'll make) will this be a problem meeting that requirement? Or would I need to stick to the same graphic quality at that time?

Thought I would ask prior to working on assets. :D 

Thanks!

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1 minute ago, Rutin said:

If I do my own graphics at a higher level than DOOM 1 but keeping to the same style of game play and level layouts? (primitive-blocky but just using normal maps in my textures I'll make) will this be a problem meeting that requirement? Or would I need to stick to the same graphic quality at that time?

You can use your own. I think the key is in capturing that gameplay experience even if the graphics are better or not of the same vintage as the original. I liken it to the raytracing experiment by NVIDIA on Quake - the graphics quality provided by raytracing didn't necessarily change the gameplay experience and if anything augmented it.

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2 minutes ago, khawk said:

You can use your own. I think the key is in capturing that gameplay experience even if the graphics are better or not of the same vintage as the original. I liken it to the raytracing experiment by NVIDIA on Quake - the graphics quality provided by raytracing didn't necessarily change the gameplay experience and if anything augmented it.

Perfect. I'm keeping everything with the same feel, I'm just horrible as a 2D artist... :D so I thought I would ask if doing a 3D graphical revamp would matter. :)

Looking forward to this one!

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Hi, new to this...

How much like DOOM does the game have to be? Like, does it have to be a FPS where you kill demons on mars? or? Does it matter what the game is developed in?

Edited by orange451

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2 hours ago, orange451 said:

Hi, new to this...

How much like DOOM does the game have to be? Like, does it have to be a FPS where you kill demons on mars? or? Does it matter what the game is developed in?

Hi @orange451 - the intent of the GameDev Challenges is for developers to challenge themselves to develop a game around a game or a game design theme. 

In this case, we're targeting DOOM, so entries should capture the essence of DOOM in terms of gameplay, theme, etc. To answer your question, it should be DOOM at its core, but of course developers are encouraged to exercise any creative ideas within those bounds.  

It also doesn't matter what tools, languages, technologies, etc. are used as long as it's not the original source code.

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"Audio and art assets may be original or from the original Doom"

Art assets from the original Doom are still under copyright. Usually people here get their threads locked if they say they are using protected IP. What gives?

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4 minutes ago, fleabay said:

"Audio and art assets may be original or from the original Doom"

Art assets from the original Doom are still under copyright. Usually people here get their threads locked if they say they are using protected IP. What gives?

For the purposes of a challenge like this replicating a commercial product, it's up to you to decide if and how you use, get permission to use, and distribute copyright assets. Since we're assuming legal use of any assets, code, etc in the course of these Challenges, per the GameDev.net TOS, the rules are only stating that the assets can be used if they are being used legally.

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Sorry, I still have a question relating the assets. Are we allowed to reference the original assets? Aka "please put the original assets of YOUR game copy into directory X to enjoy this entry"?

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1 hour ago, ProfL said:

Sorry, I still have a question relating the assets. Are we allowed to reference the original assets? Aka "please put the original assets of YOUR game copy into directory X to enjoy this entry"?

Fair question. I think it's fair to reference original assets if provided by the player copy as many open source projects do, as long as you acknowledge it may limit who can play your game (not sure how many people have copies of the original DOOM WAD's around these days).

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@khawk Two side questions (but related):

  • Is a blog post here on GameDev.net mandatory (I assume so), are we limited in number of those (assuming I do something interesting that is worthy to write about)?
  • Can I re-post that same blog post elsewhere (my own website)? Possibly also translated version of it.

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When you say the same theme, do you imply a sci-fi story or can it be some other type of story? Does the AI have to be the behaving same way as in the game? Can the weapons be other than guns, i.e just melee or magical?

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2 hours ago, Vilem Otte said:

@khawk Two side questions (but related):

  • Is a blog post here on GameDev.net mandatory (I assume so), are we limited in number of those (assuming I do something interesting that is worthy to write about)?
  • Can I re-post that same blog post elsewhere (my own website)? Possibly also translated version of it.

Yes, no, and yes.

No limitations on blog posts or number of blogs. With the way things are setup, I think it makes sense to have a blog for a project (or a challenge) as if it were a notebook for that project with X number of entries until it doesn't make sense to post in that blog any further. Then, create a new blog for another project, etc. I don't think most people have realized that you can have multiple blogs in your account. :) The new site is setup to support this better than the current system (current blogs will port over).

Also on the new site, as outlined here, the requirements will be part of the submission process.

And yes, of course you can re-post on your own blog (the GDNet ToS defaults to you giving GameDev.net a perpetual license to use your content, which you are free to do with as you choose). Another option is importing from your own blog using the RSS syndication, but that doesn't fit all use cases and depending on the RSS settings might truncate the content. 

2 hours ago, Hermetix said:

When you say the same theme, do you imply a sci-fi story or can it be some other type of story? Does the AI have to be the behaving same way as in the game? Can the weapons be other than guns, i.e just melee or magical?

I think the idea is open to creativity. One key about these Challenges is allowing the developer to experiment with ideas and learn in the process around a common theme, and I'd rather see that than a lot of perfect clones.

So if this theme is to recreate the Doom experience, and we allow for some interpretation, then the story, AI, and weapons can potentially be substituted. For me, recreating the Doom experience means similar inputs, similar level design, similar limitations in gameplay, similar feel, all of which I think provide some level of flexibility and interpretation for the developer. The Doom experience is not Quake-plus-everything-since, nor is it Wolfenstein 3D, so finding that experience and recreating it is the essence of the Challenge I think.

I'm offering my interpretation, but seeing as these Challenges are more community oriented, I think it can be up to the community to determine if an entry satisfies the requirements or not. I'd certainly be open to others' opinions. If we look at past Challenges the feedback between members has been well received and very supportive and educational for everyone, even when criteria were not matched perfectly.

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Another question. Could it be our own engine or its legal to use someone commercial like  UE or Cryengine. And an additional question if an answer on the previuos one is positive - do we able to use Unreal Tournament project (just create a level and UI) cause there is all the nessessary stuff like lifts, doors and stuff?

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