A Doom Like Shooter

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7 comments, last by SuperVGA 11 years, 2 months ago

Hiya guys,

I'm looking to throw together a quick little shooter on the same tech level as Doom, Duke 3d etc. Wondering what tools you'd recommened to do this as easily as possible. I just want to throw my own sprites in there really.

Cheers!

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If you just want to throw your sprites in there, maybe you should look into making a custom WAD (data file containing all levels and sprites) for Doom 2.

I'm sure there still are lots of level editors and other resources out there, the code for Doom is in the public domain, so its legal too.

Last time I did anything with that though was in the 90:s, so I have no idea where to find those today unfortunately...

I wonder what was unhelpful in my post?

For the described problem, starting with Doom2 would be my choice.
If it's not enough with just new resources, you could even add functionality too it, since source is available.

Here's a list of WAD editors: http://doom.wikia.com/wiki/Choosing_a_WAD_editor
Here's even more tools: http://www.doomworld.com/classicdoom/utils/editors.php and you should also be able to find information on how to do it on that site.

You could make a completely new stand-alone game with these tools, as long as the doom 2 feature set is enough.
I wouldn't bother using any of those old tools to modify DOOM. As much as I loved Editing Doom and Duke back in my teens, the process was very painful and time consuming. I would just grab Blender and Unity3D, fake the look, and use my own logic. Much more easier and enjoyable.

-Unity has a first person shooter controller prefab out of the box. Just enable it, and you can walk around any model you throw together in Blender very easily.
-For monsters, just use a quad you exported from Blender and make it always face the camera, then throw your own sprites on it.
-If you want a more authentic look, set all your textures to POINT FILTERING to keep them sharp and blocky.

If you really want to mod Doom, look into an open source codebase that supports modern operating systems and modern resolutions. I'm sure there are MUCH better tools now, but I used to use one program to hack my own assets into the WAD files (via replacement), and then I'd use either WADED ( http://doom.wikia.com/wiki/WADED ), or later DCK ( http://doom.wikia.com/wiki/Doom_Construction_Kit ) to build my maps.

If you decide to go down the doom modding route, swing by zDoom.
They've got lots of tutorials, and will enable your mod to run places besides DOS.

Their wiki also documents all the entities and formats in a very nice manner, in my opinion.

Hey thanks for the ideas guys. My first thought was to get into that old WAD hacking but was afraid it'd be a painful outdated process. I'll look into those new tools though and Unity sounds good too, the Pro edition wouldn't be needed for something simple like this would it?

Here's a pic of what I'm doing. A pixelized Warhammer 40K Space Hulk shooter :) (Yes I know about GW's mighty banhammer)

wv95k2.jpg

Make sure you view that image at original size to get the proper pixel goodness :D

Oh yeah, reminds me of when I used to play Space Hulk down at the youth club.

If you change that engraved symbol to something else, you could go ahead and use your own space marines...

Sorry for digging up this thread, but Syaped, have you checked out www.wolfenstein.com?

I first thought "Well, neat flash game", but no, if you use a DOM inspector you'll see that every wall column is actually a 3px wide
div. All the sprites are images scaled onto divs. I think the performance is really good.

(HTML Element applications tend to be a lot faster than HTML5 Canvas applications, with many sprite draws)

Anyways, you could do something like this easily with js and a very basic raycaster returning the column height and horizontal offset of the hit point on a wall tile.

Just another 2 cents from me, - I know I will create a small HTML + JS game soon, and maybe you'd consider using it for your game.

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