It was a fun era to live through as the progress was so quick.
I still have yet to finish Duke 3D. Next time I'm in between jobs I'll hit it up.
"If I Had A Rocket Launcher, I'd Make Someone Pay" [1]?
But yes - my impression was always that the Doom games mostly focused on having cool levels, with plot as an afterthought. Marathon gave more of a sense of the levels having been designed around a plot.
My understanding is that yes, and that was part of Tom Hall parting ways; based on the alpha versions and the 'Doom Bible' it was intended to be a more story driven experience, closer to Marathon.
That said, The engine could support such at least with some enhancements. Strife is still one of my favorite games if that era thanks to the 'living world' feel, even if it has some nasty ways to get in a hostile overall world state or dead end.
IMO It depends on how you view it. You can render the game stereoscopically and see a different view in each eye... then I would call that "real 3d".
That’s exactly what the Virtual Boy does.
If you could perceive real 3D, you would be able to "see" completely everything in a scene, including the back of objects, or objects behind other opaque objects.
Those 48 hours were likely the peak of video gaming. Certainly they have yet to be equaled.
More Money == Better Than https://www.youtube.com/watch?v=gbU4VRs2rro
Quake (World) was a huge achievement graphically but I feel like its real contributions to history ended up being internet play and WASD
Both games were mind-blowing then and are still fun now.
* It's nuts to me that we had to wait until 2004 with San Andreas to get a modern "left stick moves, right stick looks" in third person games. The N64 was 90% of the way there, but didn't stick the landing for whatever reason.
I think PoP: Sands of Time has that kind of camera control, and apparently that was 2003.
I always assumed it was even older than that. If it wasn’t GTA or PoP, who did pioneer that camera control style?
I’d say it’s just about the only (arguable) flaw in the Mario 64 controls, everything else is absolutely spot on.
It doesn't matter that it's raycast with billboard sprites, it was first-person-perspective with pixel-perfect lit texture-mapped wall and floor rendering with lifts and stairs. 3D enough.
The rendering can still be implemented as polygons (making it true 3D rendering) whilst still maintaining the same level-based limitations, as we can see with DOOM 64.
Please dont redefine what 3D means to a forum of smart developers
Slapping my own 3D engine on wasn't too hard, but there was no tooling in those days. How do I get the meshes and textures out of 3D Studio Max into the engine? Who can I call? Nobody. You had to work all this stuff out from first principles. It was a grind.