2017/07/15

DooM fangame: Progress Report #1 - Re-Setting Up

So, it's been over two weeks since I decided to set a final-ultimate-this-time-for-realsies deadline.

Stuff I've done in this time:
  • Updated the Projects page on this site. Cleaned up a few old scripts and made it all look a bit better. Still needs work, particularly the mobile version, but the whole blog needs a bit of a cleanup as far as coding goes, the standard Blogger template I don't completely like, and it's fun to tinker about.

    I'm happy about the hand-drawn DooM fangame logo though.

  • I've set up the development environment for LWJGL3 properly, mainly by looking up decent tutorials that gave me a basis for all I need (tiles, sprites, shaders, UI) and adapting it to my coding style.

    So I expect to have some workable demo to show here in a short time.

    The code I'm using is from ElegantWhelp's LWJGL3 tutorials.

  • Just right now I found out that my scanner is still alive! I was already looking for replacements, but it seems like the poor thing (it is more than 10 years old!) was just being bullied by the OS, which was taking its sweet time to recognize it over the USB connection.

    This means I've been able to scan the following entry.

  • I got a cover!


    The above is a low res version of the scanned inks. I will colour in and pixelize the whole thing digitally, possibly using Krita, which I'm taking a liking to, although I expect the result to be as pixely as the above (320x240).

2017/06/28

DooM fangame: It's the final countdown

Ok, enough.

I've been cleaning up the blog archives, removing obsolete labels and the like, and it is very depressing to see how long ago I began this project and how little I've managed to complete.

So, I've decided to finish the project... One way or the other.


2017/05/19

DooM Fangame: Fun with redesign

So lately I've gotten back into designing the content for the DooM fangame (I will call it that until it is done, so I don't have to keep updating the title constantly).

I've been mostly drawing my version of the original monsters on paper, to get an idea of the feel they'll have.

The following are all to scale, I still have to decide the sprite resolution once I pixelize them.


As you can see, there's a mix of creature versions from different iterations of DooM, including both original and DooM 3's Pinky.
I'm pretty proud of how the Arachnotron came out, it is a mix of the original sprite plus that concept art for DooM 3 that floated around for a while.
As for the green guy, it's a wraith. The pens I use for inking do not offer much color range.


While the previous sheet had a bunch of monsters from all over the games, on this sheet I've focused on the creatures present in the original DooM shareware... Plus a couple "extras".
As you can see, I've decided to settle on the DooM 3 Pinky, just because it's more fun to draw.
On the left side there are the Doomie (Player) variants, with helmets based on DooM, DooM 64, DooM 3 and DOOM (4), I intend for players to select their colors, that's why they each have different coloring.
All available weapons are visible in this pic too (Fists, Pistol, Shotgun, Chaingun, Rocket Launcher and Chainsaw).
And yes, the Corpsie Soldiers have their classic green hair... Their very fabulous green hair.



The rest of the page. I want to add civilian Corpsies, mostly as cannon fodder. I also want to try and make Imps wall-crawl. As for that crouching Hell-Knight... I'm not sure if I like it.


I'm very happy with how the Cacodemons are looking. They are so happy. And it's weird how smug this guy looks when its mouth is closed. Cacodemons are not part of the shareware, and I might not add them at all, but I so love drawing them.

Next step, pixelizing!

Oh, and I'm working on the coding too, integrating LWJGL 3 and cleaning up some cumbersome old code.

2017/02/20

Mini DooM: Thunder thoroughly stolen

Mini DooM is out!
And it's someone elses! 


So recently I found out about this cute game called Mini DooM by Calavera Studio, which remakes the original game as an action platformer.

It is a pretty good game with a great art style, and the team is working in a "sequel" of sorts including elements from both DooM II as well as all the other DooM games (DooM 3, DOOM 4), which is looking pretty good from the screenshots they have published.

What really gets to me about this game, is not that they've used the same title I was planning on using on mine, it was hardly a groundbreaking idea, but that many ideas they have implemented match ideas I had myself, which underlines the adage that ideas are worthless unless you implement them.

So, with a jolt of jealousy I've gotten back on track to develop my own game, although I'll have to rename it now... Truth be told, I had already been considering renaming it to pixelDooM, a name that can be seen in previous posts, so I might go with that for now, until some other project takes that name and I'm forced to rename it to doomdeeDooM or something.

Also, it was rather interesting that I found out about Mini DooM originally... Through the news section of DOOM 4 on Steam, which seems to indicate that ZeniMax/Bethesda/Id Software are somewhat flexible regarding fan games. We'll see.