WoodooProd, to DOOM French
@WoodooProd@mastodon.cloud avatar

Sorti le 28 Mars 2024!
"Le gars qui a fait DOOM"

lurkjay, to books
@lurkjay@mastodon.social avatar

Masters of Doom by David Kushner (2003)

Text instead of screenshots: https://cohost.org/lurkjay/post/4846601-masters-of-doom-by-d

Carmack was refining his engine, getting the smooth scrolling down to the point where Keen could move as fluidly left or right as he could up or down. Romero, meanwhile, was working the editor, the program that allows the developers to put together the graphics of the game—characters, rooms, monsters. It was essentially a game designer’s construction kit. Carmack and Romero were in sync. Not everyone else gelled quite as well. Lane was now officially kicked out of the Keen development. Despite Romero’s fondness for him as a friend, he felt that Lane’s energy was lacking. Adrian was having problems of his own. Though he was recruited later to help them work on Keen, Adrian hated the project. It was too… cutesy. Tom had a target audience in mind: “kids,” he said, “or those who have kidlike mentalities like we do.” Adrian hated kiddie stuff. Even more, he hated cutesy. Worst of all was cutesy kiddie. And now here he was having to sit all night drawing pizza slices, soda pop, and candy. Tom came up with a little character called a Yorp with a big fat green body and one periscopelike eye over his head. Even the monsters were cute. In most games, when a character died, it would simply disappear, vanish. But Tom had other notions. He was eager to incorporate some “larger philosophical ideas,” as he said. He loosely based characters on ideas he’d read in Freud’s Civilization and Its Discontents; a guard was made to represent an id.
He wanted to teach kids that when people or even aliens die, they
Carmack had been building a large D&D campaign for the guys, and on Saturday nights they’d gather around a table and play into the early morning hours. With Carmack as Dungeon Master, the game took on depth and complexity. It was quickly becoming the longest and deepest D&D game he’d ever created. And there were no signs of it letting up. Other times, they’d cruise the lake on the boat. Jay quickly became the designated driver; his impeccable focus gave him the ability to drive not only fast but steady. A couple times they let Romero drive, but he was having too much fun, steering the boat precipitously off course. Jay also fell comfortably into the role of manager or, in a sense, frat house president. While the guys worked, he would grill up ribs on the barbecue or restock the sodas. They were under the gun and needed all the help they could get. They didn’t need any help getting motivated, however. Carmack, in particular, seemed almost inhumanly immune to distraction. One time, Jay tested Carmack’s resolve by popping a porno video into the VCR and cranking it to full volume. Romero and the others immediately heard the “oohs” and “aahs,” and turned around cracking up. Carmack, though, stayed glued to his monitor. Only after a minute or so did he acknowledge the increasingly active groans. His sole response was “Mmm.” Then he returned to the work at hand.

ExiledKing, to books
@ExiledKing@mastodon.gamedev.place avatar

I just finished Doom Guy by John Romero.

I started reading this one immediately after Masters of Doom, which covers very similar topics - but apparently with a little more drama sprinkled in. Now, I'll admit - this is John Romero's account of events, who was kind of called out in Masters of Doom as losing focus. John admits this kind of - but gives a more realistic view of the entire situation and admits his faults.

Charlesboury, to Blog
@Charlesboury@mastodon.social avatar

I wrote a blog post!
It's about John Romero, gamedev in the 90s, & the rules of its team when making their games.
Annoted with my own experience, illustrated with fake CRT sreenshots, it's a 15 min read, accessible on own

Go read it!

https://charlesboury.fr/articles/id-software-principles.html

writer13_press0451, to random
@writer13_press0451@gametoots.de avatar

Finally I unboxed my copy of Doom Guy, John Romero's book.

It is hardcover, beautiful firey colors, some might say, hell-ish. xD

Looking forward to read it. Fonts are a little bit small, but I think then the book would have 50+ more pages. I don't mind reading, I am just getting older I guess.

lmd, to DOOM German

Schon 2019 hat sich im c't-Interview über die Faszination gefreut, mit der heute noch gespielt wird. Das Gespräch mit dem ehemaligen id-Gamedesigner und Schöpfer von Wolfenstein 3D und Doom hat heise online jetzt zum 30. Jubiläum von Doom noch einmal veröffentlicht.

https://www.heise.de/meinung/John-Romero-im-Interview-Ueber-Doom-VR-und-Modding-9568259.html?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege

gamingtalker, to DOOM Italian
@gamingtalker@mastodon.uno avatar
Ductos, to DOOM
@Ductos@mastodon.social avatar

SIGIL II was released, right on time for 's 30th anniversary.

@romero 's sequel to his own "fifth" Doom episode, making this the "sixth".

You can get it on for free with its MIDI soundtrack by (who also did the MIDI music for the first SIGIL) and (once again) for 6,66 € with MP3 music by Heavy Metal band THORR. https://romero.com/sigil

IgnacioPG, to DOOM Spanish
@IgnacioPG@mastodon.social avatar

30 AÑOS cumple hoy DOOM. Una obra maestra y uno de esos videojuegos que revolucionó la industria y mucho más.

cryptgoat, to DOOM German
@cryptgoat@digitalcourage.social avatar

Ich habe auch erst rund 25 Jahre nach Erscheinen richtig gespielt. Lohnt sich wirklich noch! Während wirklich nicht mehr gut spielbar ist, macht DOOM noch heute viel Spaß, der Spielfluss und das Leveldesign lässt sich auch heute noch gut wertschätzen. Ein echter Meilenstein.
https://www.golem.de/news/30-jahre-doom-nicht-irgendein-shooter-sondern-der-shooter-2312-179775.html

cryptgoat,
@cryptgoat@digitalcourage.social avatar

Was ich auch seeeeeeehr empfehlen kann, wenn man sich für die Geschichte von und den Menschen dahinter von wie und interessiert. Unbedingt lesen oder hören, ein sehr kurzweilig erzähltes Stück Spielegschichte: https://en.wikipedia.org/wiki/Masters_of_Doom

retropolis, to DOOM Portuguese
@retropolis@bitbang.social avatar
writer13_press0451, to DOOM
@writer13_press0451@gametoots.de avatar

Romero and Carmack Live, December 10th, on Doom's 30th Anniversary:

https://www.twitch.tv/theromero

Mark your calendar people!

itnewsbot, to gaming
@itnewsbot@schleuss.online avatar

Decades after “breakup,” Doom’s Carmack and Romero are rehashing their legacy - Enlarge / John Carmack (left) and John Romero (second from right) pose ... - https://arstechnica.com/?p=1981802

travisfw, to music
@travisfw@fosstodon.org avatar

I think I might be a Buckethead … head.

Ductos,
@Ductos@mastodon.social avatar

@travisfw They made a soundtrack for Sigil, 's fifth episode. https://youtu.be/Sh0SFQavjic?si=oRnOapwfMZrrHlAs

writer13_press0451, to DOOM
@writer13_press0451@gametoots.de avatar

Did you know that iD Software co-founder, John Romero regularly streams on Twitch?

https://twitch.tv/theromero

Nowadays he is making Doom levels for Sigil II, which will come out this year for the 30th anniversary of Doom. His wife helps him with the chat, and the whole thing has a good vibe.

writer13_press0451, to DOOM
@writer13_press0451@gametoots.de avatar

Full stream uploaded, where I played SIGIL for the original DOOM. John Romero made the wad, music by Buckethead and James Paddock (midi).

https://odysee.com/@Press0451:6/sigil-doom-romero-ep5:4

It was a nice ride, definitely something that I feel I can play every once in a while.

writer13_press0451, to DOOM
@writer13_press0451@gametoots.de avatar

I had a fun time with playing SIGIL. Very much in Hell. It's amazing that there were no custom textures used, only DOOM ones. Plenty of well placed traps, and I have some bad news for Romero's wife: your husband is in love with Lost Souls... Or maybe he is one. :-)

I am uploading the full unedited stream right now.

thezerobit, to DOOM
@thezerobit@anticapitalist.party avatar

If y'all haven't read John Romero's DOOM Guy: Life in First Person, you are in for a treat.

While the chapter on the development of at Id Software is quite long, the book covers Romero's entire life. It is a fascinating story. He talks about his Mexican and indigenous heritage as well as childhood trauma. He is quite frank about his own mistakes and failures as much as his successes. It's ~400 pages, 17 hours on Audible (narrated by himself).

ward, to DOOM
@ward@easymode.im avatar

Doom Guy (by John Romero) book review!!! This is the extended cut because I like it better.
https://youtu.be/oxJP-SyA2C8
It's doing terribly, so I'm not sure if people are into books. If you are, check it out and give it an upvote for that stupid algorithm.
#doom #johnromero #idsoftware #bookreview #retrogaming #crtgaming #fps

ward, to retrogaming
@ward@easymode.im avatar

It's 94 F inside and I'm trying to record a review of Doom Guy by John Romero... ahhh

surabax, to ireland

Today I met John Romero, the legendary creator of Doom and Quake, at the bookstore Chapters in Dublin!

azurechrom, to DOOM

Just got the audiobook Doom Guy Life In First Person by John Romero. Looking forward to this!

data0, to DOOM German

's was a pretty entertaining read even though much of the story has already been told in . After finishing it I went ahead and played through the original . 30y on it's still tons of fun and provides loads of goosebump moments :-)

ward, to PCGaming
@ward@easymode.im avatar

The FPS documentary team sent over a screener... and holy shit this is gold. They have early gameplay footage from doom and so many other games. I have no idea how they got their hands on this stuff. It's so good to hear the dev talk while actually seeing this vintage footage. They gave me an affiliate link... but I still want to buy the big box version lol. Highly recommended.
https://fpsdoc.com/products/first-person-shooter-the-definitive-fps-documentary?sca_ref=4160433.tYzpRmkG3N

https://youtu.be/ploUtD5OOgo

philthycasualmedia, to Mario
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