• How popular would a Doom 1 remake be?
    9 replies, posted
I know a new Doom game just came out but im looking for a project and i wanted to try to make a Doom style Raycaster game. Im already done with the base rendering but i started asking myself if people are actually gonna play when im done with it. Heres what im planning to add ( on top of the normal Doom gameplay ) New enemies Different Textures ( i dont like ripping textures from old games. Maybe i will even prerender them in Blender Cycles. ) Higher Resolution ( my game is still based on winbgim so i cant push it higher than 480p. Its a pretty shit port of the Borland Graphics Interface used in the Dos days ) Better Animation ( 30 fps animation on the Sprites is planned. I dont know how the performance will be. ) Mouse and Keyboard controls ( standart WASD + mouse controls ) ...maybe an Android version. Im not a fan of the idea either. EDIT: Added a few more possible additions: Weapon upgrades ( Rocket Launchers, Genade mods, Bust shot ) Online Multiplayer ( up to 4 players. Enemies will adapt to player count [enemies spawned * player count . So if there are 4 players there are gonna be 4x the enemies ]) 60 fps. I dont know how many fps the original Doom had. Im just gonna put this here in case it didnt have 60. A new campaign with slight story Here is what I think i cant do : Stairs and Different Floors on the same map ( im using the wolfenstein 3d raycaster atm. Im gonna see if i can upgrade it to Doom standarts but i dont have a lot of time atm. ) So im asking you if you would play it for free and if you could suggest a price youd pay. Please note that im not advertising since im not gonna link to the project page nor release it here on the forums. I just want to have an opinion. Also i define "Sucessful" as about 1000 people downloading it from gamejolt if its free or 100 people buying it for 1-5 bucks on steam. Its not exactly a high estimate for todays standart. Id even call it a success if i can make 30 bucks a month of it.
Why not use something like [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=49451"]GZDoom-GPL[/URL] or [URL="http://forum.zdoom.org/viewtopic.php?t=48994"]GLOOME[/URL] which are indie friendly modern opengl based doom engines with high-resolution textures, models and voxels support? With these engines you can focus on the game and level design more so you don't give up half-way in development.
[QUOTE=ichiman94;50336858]Why not use something like [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=49451"]GZDoom-GPL[/URL] or [URL="http://forum.zdoom.org/viewtopic.php?t=48994"]GLOOME[/URL] which are indie friendly modern opengl based doom engines with high-resolution textures, models and voxels support? With these engines you can focus on the game and level design more so you don't give up half-way in development.[/QUOTE] Good idea. I have to mention that i also want to enter this in a competition we are gonna hold in class ( a version with less gore of cource ) and we are only allowed to use the winbgim library . Maybe i will switch when the competition is over :D
Not very popular, it'd be a nice little bit of nostalgia but it'd quickly fade because gaming has evolved a lot past just spawning in a large map, clearing the monsters and humping every walls for a secret door / elevator. That's why the newest Doom had to add a few things like jumping, upgrades and such.
[QUOTE=Bragdras;50336871]Not very popular, it'd be a nice little bit of nostalgia but it'd quickly fade because gaming has evolved a lot past just spawning in a large map, clearing the monsters and humping every walls for a secret door / elevator. That's why the newest Doom had to add a few things like jumping, upgrades and such.[/QUOTE] Jeah okay i did realise that. I defined what id call "sucessful" for a small project like this at the end of the post. Would it match my definition?
I think a good idea would be to "demake" current reboot features into an earlier engine.
[QUOTE=MoustacheSpy;50336866]I have to mention that i also want to enter this in a competition we are gonna hold in class[/QUOTE] How much time do you have? [quote]we are only allowed to use the winbgim library[/quote] [quote]im using the wolfenstein 3d raycaster atm. Im gonna see if i can upgrade it to Doom standarts but [B]i dont have a lot of time atm[/B].[/quote] uh oh [quote]i started asking myself if people are actually gonna play when im done with it. [/quote] There will be definietly some people who will try out doom based games as you can see the scene is thriving after [I]a lot of years[/I] [quote]or 100 people buying it for 1-5 bucks on steam. Its not exactly a high estimate for todays standart. Id even call it a success if i can make 30 bucks a month of it. [/quote] You see, there are a lot of doom megawads and modifications which are all free. People pour their hearts out to some modifications in their free time and they would be offended if you try to sell something mediocre. You may be able to get a few bucks, but don't expect much. The only viable option is to get your game visually interesting and has a lot of [URL="https://www.youtube.com/watch?v=Fy0aCDmgnxg"]juice (watch this for your own good)[/URL] and accept donations while the game stays free. In overall, think about it a little more. Don't get too ambitious, you will get the few downloads whatsover, just don't expect an explosion over your project. The world is very cold and you really have to execute it very well to get warm comments. Edit: I sounded too harsh with the wrong assumption
[QUOTE=aurum481;50336957]I think a good idea would be to "demake" current reboot features into an earlier engine.[/QUOTE] Jeah. The only problem is that i dont own the new game so i dont know its features. I did see a few lets plays of it tho. Seems to have weapon upgrades, hp points instead of medikits and ammo flowing out of enemies with the chainsaw. Havent seen much more. Oh jeah also the secrets are now little puppets. Another problem would be that i have no idea how to do real 3d. Atm i only know how to do raycasting. This wouldnt be a problem if there wasnt the limitation of only being able to look on the x axis ( left & right )
[QUOTE=MoustacheSpy;50336769]I know a new Doom game just came out but im looking for a project and i wanted to try to make a Doom style Raycaster game. Im already done with the base rendering but i started asking myself if people are actually gonna play when im done with it. Heres what im planning to add ( on top of the normal Doom gameplay ) New enemies Different Textures ( i dont like ripping textures from old games. Maybe i will even prerender them in Blender Cycles. ) Higher Resolution ( my game is still based on winbgim so i cant push it higher than 480p. Its a pretty shit port of the Borland Graphics Interface used in the Dos days ) Better Animation ( 30 fps animation on the Sprites is planned. I dont know how the performance will be. ) Mouse and Keyboard controls ( standart WASD + mouse controls ) ...maybe an Android version. Im not a fan of the idea either. EDIT: Added a few more possible additions: Weapon upgrades ( Rocket Launchers, Genade mods, Bust shot ) Online Multiplayer ( up to 4 players. Enemies will adapt to player count [enemies spawned * player count . So if there are 4 players there are gonna be 4x the enemies ]) 60 fps. I dont know how many fps the original Doom had. Im just gonna put this here in case it didnt have 60. A new campaign with slight story Here is what I think i cant do : Stairs and Different Floors on the same map ( im using the wolfenstein 3d raycaster atm. Im gonna see if i can upgrade it to Doom standarts but i dont have a lot of time atm. ) So im asking you if you would play it for free and if you could suggest a price youd pay. Please note that im not advertising since im not gonna link to the project page nor release it here on the forums. I just want to have an opinion. Also i define "Sucessful" as about 1000 people downloading it from gamejolt if its free or 100 people buying it for 1-5 bucks on steam. Its not exactly a high estimate for todays standart. Id even call it a success if i can make 30 bucks a month of it.[/QUOTE] Most of these things can already be done by the half a billion Doom sourceports that have been made. The doom scene is still relatively thriving (and it is one of the most prolific ever, especially for a non-open-world videogame). I doubt you're gonna top that - rather than working on a Doom remake (which, frankly, nobody ever asked for) I suggest you just make your own old-school-ey fps. I personally would like to see where your idea of wave-based co-op multiplayer would go. [QUOTE=Bragdras;50336871]Not very popular, it'd be a nice little bit of nostalgia but it'd quickly fade because gaming has evolved a lot past just spawning in a large map, clearing the monsters and humping every walls for a secret door / elevator. That's why the newest Doom had to add a few things like jumping, upgrades and such.[/QUOTE] None of this is true, people still play Doom and there is still a community around it. The reason the newest Doom had to "add a few things" is that while taking some hints by old doom it still is a modern fps done for the modern audience (the borderlands\cod\battlefield group) and they'd never stray too far from their tastes. The reason people don't just spawn in a map and kill monsters is that today there are cutscenes between point A and point B and the reason nobody hugs walls for secrets is that there are no secrets anymore.
Trust me theres still a large audience for old school shooters. Sometimes all I wanna do is fire up a game and get thrown right into some good old fashioned insanity. Its partially why I like risk of rain too.
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