We're getting very close to completing development on Gunman Taco Truck, Donovan's first soon-to-be-published game. There's no release date yet as our publisher will be spending some time checking it out. It's been a blast working on it; such fun times. I've been tweeting some info and images recently and people sound pretty excited to check it out. Here are some examples:
Twenty years. Wow. Where has all the time gone? We've all had many adventures during those years and Quake spawned many a game franchise and/or game company whether directly or through its influence.
For this 20th I'm going to share a document created by Joost Shuur called QUAKETALK 95. This Quake FAQ was created on 10/22/1995 to keep people up to date on everything that had been posted about Quake up to that point. People wanted to know what the game was about and information was spread thin all over the place: magazine articles, IRC logs, even in hint books.
Joost did a great job scraping this information together. You can see the original design thinking behind Quake while we were making it. Just one month after this QUAKETALK 95 FAQ was released was our fateful, big company meeting that determined the final direction of the game into the Quake that was released. It bears little resemblance to the designs discussed here but it lets you see how volatile game design processes can be.
On August 3, 1995, I released the first screenshots of Quake to the internet. Here's the text file that was included with the pics and those original 320x200 pics enlarged so you can view them without squinting.
Quake screen shots Released August 3rd, 1995 Here they are - at long last! The very first screens shots of Quake, taken at 320x200 resolution. Screens q15.tif and q16.tif are high-res 640x480 24-bit TIFF color screens, just so you can see the awesome lighting. The cool Quake lighting can be seen in all these screen shots (except the de1m5-? ones, which are DOOM screen shots) and a couple sprites and an Alias model as well. We don't have any Alias models working in the game at this point, but we're >this< close to getting them fully implemented with movement, proper light sourcing and animation. Screen q6.gif has our dragon hovering above a bridge above a moat. The screen shots prefixed by qe1m5 are to be compared against their DOOM counterparts, the screen shots prefixed by de1m5. Obviously, these are screens from DOOM episode 1, level 5. I duplicated the level and Quakeified it and you can see for yourself how cool it looks compared to the original. In q3.gif, you will see a couple torches at the end of the hall. Those are old DOOM torches, just holding a spot for the new ones, so don't worry - we're not shabbing out some old graphics on ya. The same goes for the numbers at the bottom of every screen shot, which are DOOM's status bar number graphics. In the screens where you see some pink/purple sky - that sky parallaxes and is spherically mapped. You can just imagine the wind whistling in your ears... You should see these screens in action. :) --- +-------------------------------------------------------------------+ | John Romero (email@example.com) id Software | | Send questions about id software to firstname.lastname@example.org | | ftp.idsoftware.com Official id anonymous FTP site | | www.idsoftware.com Official id Web site | +-------------------------------------------------------------------+
Sometime after Quake's release, someone created Quake trading cards. I thought they were pretty cool, so here they are.
Here's my Twitterstream for all the latest...
If you wanted to know anything about Nasir Gebelli's development history, what would you ask him? Serious questions only. Thanks!
I've been busy rebuilding my site quietly here and there when I have time. Reposting years of blog entries is really tedious! But I want to retain the history of my site so I'm doing it – almost done, in fact.
I just announced Night Work Games a couple days ago, and that I'm working on a new First-Person Shooter. If you want to sign up to get late-breaking news on the game, sign up at http://nightworkgames.com.
When I complete major parts of this site, I'll be announcing it here in the blog.
The newest version of Doomsday is fantastic! You can grab it at http://dengine.net. Just click on the icon at the bottom for your operating system.
I had a problem setting up a multiplayer server, but I finally figured it out. Here’s how to do it:
1) Make a DOOM folder and put both the Doomsday Engine and Doomsday Shell in that directory
2) Copy your DOOM.WAD and DOOM2.WAD into that directory
3) Run Doomsday Engine
4) For each game you need to locate the WAD
5) Now you can select a game and click PLAY
6) Quit the game – you’re just testing and making sure it works
7) Run Doomsday Shell
8) Open the Preferences dialog
9) Check the box “Use a custom IWAD folder” and select the DOOM folder you made
10) Go to Server > New Local Server… and name it, select the game, and click Start Server
11) Run Doomsday Engine to play on this server
12) Select NEW GAME > MULTIPLAYER > JOIN GAME > Custom Server
13) You should see your game in the list. Select it and Connect to Server
You can start up multiple servers in the Doomsday Shell by just starting more New Local Servers.