John Carmack has written an update on his Doom port for the iPhone, and he’s continuing the same candor he began with his Wolfenstein 3D post. What are we getting? A classic in almost every sense of the word:
Before I actually started coding on the project, I had visions of adding a lot of modern tuned effects to the core gameplay experience. It would certainly stay a sprite-and-sector based game, but there are many things that would be done differently with the benefit of a GPU and the wisdom of hindsight. Once I began actually working on it, it started to look like a bad idea for a number of reasons. I am trying to not be very disruptive in the main codebase, because I want it to stay a part of prBoom instead of being another codebase fork. While I can certainly add a bunch of new features fairly quickly, iterating through a lot of user testing and checking for problems across the >100 commercial Doom levels would take a lot longer. There really is value in ” classic” in this case, and there would be some degree of negative backlash to almost any “improvements” I made. There will still be a couple tiny tweaks, but nothing radical is changing in the basic play. It would be fun to take a small team, permanently fork it, and make a “Doom++” just for the iPhone, but that wouldn’t be the best first move. Maybe later.
Check out the full post for more on his experiences with iPhone game development.
[Thanks to Icebike for the tip!]
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