Heya guys, now that my latest game Combat Cats is released on the Windows store, I’ve had a little time to think about what I feel passionate about. My life as a gamer began decades ago when I first laid my eyes on Doom: Knee Deep in the Dead. Ever since then I’ve been head over heels for Doom, and everything else that came out of id Software’s offices.
It is this love that fuels my latest side project: GMDoom Plus. Partly inspired by an open source game maker file from 2006, GMD+ is a planned semi source port of Vanilla Doom for Game Maker Studio. What this means, essentially, is that I’ll be creating a way to read information from a wad file and load it into game maker in a usable format, with a bare bones fps control scheme. Using this system you’ll be able to load up a wad file, get the graphics, load up a level, and run through it from start to finish, collecting keys, ammo, health packs, guns, unlocking doors, flipping switches, opening doors, triggering whatever. What it won’t do is have ai routines, proper player weapon handling events, menus, huds, health, armor, player damage and probably more. What does this accomplish? Well I think that it makes the engine much more versatile. You’re no longer bound to creating a “mod” by replacing maps and graphics, but the user will have infinite control over what they can do with the engine. From third person games, to racing, from exploration adventure, to fast paced action fps.
You do with it what you like. Which brings me to my next point. GMD+ will be open source, when it’s done that is. I will likely release milestone demos during development so keep your eyes glued here.
Here’s a look at the progress so far, and this is just after one days worth of work:
What you are looking at there is the E1M1, Doom’s famous first level, linedefs and vertexes fully loaded from a wad file and displayed in realtime on a 2d plane. What this signifies is that the information needed to build a complete level from a wad file is easily loaded into GameMaker Studio without much hassle, directly from a wad with no middle man, no dll’s, no extensions. All of the work is done with the functions that are built into Studio. It honestly surprises me that nobody has done this yet, and it is a great honor to be the first to get this tech into Game Maker natively.