DosBuster
Arcane
Man, nice to see that id still has some great tech people even without carmack.
All that tech and it can't handle more than a handful of enemies simultaneously.
Parkour in a cage. Dance, monkey, dance. Talk about breaking the 4th wall.
It's straitjacketing the player to compensate for bad design and bad programming.
Parkour in a cage. Dance, monkey, dance. Talk about breaking the 4th wall.
It's straitjacketing the player to compensate for bad design and bad programming.
I disagree. Id6 is a masterpiece. Read this for id4: http://kotaku.com/5975610/the-exceptional-beauty-of-doom-3s-source-code .
Id6 was rewritten is major parts but the beauty of logic behind the code is still there.
Adding on to that, the added mobility really makes no difference if you are trying to speedrun or get past a horde of demons that you don't want to fight. The door will always stay closed until everything is dead.
I wonder about what first FPS had reloading. Personally, I saw it first in Half-Life.this is true, but doom comes from an era where there was probably no weapon reloading in ANY game. Back then, doom was an action game, since FPS genre didn't exist. Most shooters from that time had no reload not because of gameplay, but because it was an afterthough when realistic shooter started to appear.
There were already shitton of fanmade tools before source code was released.Well, I'm not tech savvy, but isn't doom source code released entirely for free? and people made their own tools?
Goldeneye 64 came out a year earlier than half-life, though it's reloading speed was rather fast, all it did was just move the gun off screen then back, and boom, it was fully reloaded. Makes sense in hindsight since it was originally going to be a lightgun-equse game.I wonder about what first FPS had reloading. Personally, I saw it first in Half-Life.
Yea, it, with its several types of ammo and "clips", had reloading, but it was very fast as well. Frankly, I can't even remember how exact looked reloading, and I replayed it just a several months ago.Goldeneye 64 came out a year earlier than half-life, though it's reloading speed was rather fast, all it did was just move the gun off screen then back, and boom, it was fully reloaded. Makes sense in hindsight since it was originally going to be a lightgun-equse game. Did, systemshock 1 have reloading?
Marathon I would say. Extra points because reloading was an action you couldn't control and it was annoying more than anything else. It also featured checkpoints of sorts instead of allowing you to save whenever you wanted.I wonder about what first FPS had reloading. Personally, I saw it first in Half-Life.
I didn't get that humor. You've being sarcastic ?
Damn, indeed.Duke Nukem 3D had "reloading" with some weapons. The pistol reloaded after 12 shots.
I didn't get that humor. You've being sarcastic ?
It's not humor, it's directly addressing what you said. In other words, I don't give a shit about how elegant the code is, if the game I am playing can't handle more than a handful of enemies at the time, and has to compensate for it by shitty arena designs.