A Short Interview with John Carmack
The Guardian Gamesblog had the chance to pick John Carmack's brain about mobile gaming's first official doom title: The Doom RPG. From the article: "Q: On your blog you talked about getting into Java programming as a means of resetting some assumptions and habits after working on Quake III. So did Doom RPG help? How?
A: It wasn't so much the Java aspects as the mobile platform that is the diversion. It has been worthwhile, but I didn't get to go all that far down the detour before my primary responsibilities asserted themselves. I did three major blocks of coding on the project and regular design review meetings, which was all I could spare the time for. The crew at Fountainhead did a great job of following up on the direction and turning my rough project into a polished product."
A hint of hope for the future, perhaps: "There is so much flexibility and power available now that there aren't a whole lot of beneficial trades that we can do to make something radically better by restricting the game design in a particular way, so the game design is a lot less technology driven than it used to be."
I'm interested in developing mobile games -- it seems like it's indie-developer friendly, as Palm OS was back in 2000. However, as Carmack suggests, developers are constrained by the architecture. Things like a 64k memory block limit (remember the days of 16-bit programming?) are a pain in the rump. Here's hoping for a good Mobile Python.
We're indie. We're working on our 14th game.
The designteam clearly noticed the limitations on a mobile phone, and instead of playing the game 'real time', it's now turn-based.
This obviously makes aiming not to be important, and instead the player is given different stats as he levels up through killing monsters/fullfilling objectives.
As said, get this game: It's been worth its money for me for sure.
It's good to see them recognising the restrictions of the mobile platform and working around them compared to creating a sub-par quality game that follows the original goal of Doom, three cheers to the developers for having an open mind.
Business Voyeur
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Imp hits you.
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Imp falls to the ground.
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Imp has died.
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An Imp appears!
Um, yeah. Count me in...
Is that from NannyMUD ?
I'm still trying to figure out what people mean by 'social skills' here.
It surprises me that he would only answer seven of the questions since he loves to be public about a lot of his ideas... but it sounds all like the unpreditable John Carmack hiding his Quake 2 ideas from John Romeo before his launch of Daikatana. I look forward to any idSoftware game every day of the week. RPG, FPS, whichever -- John Carmack's games are never disappointing to me.
"Instant gratification takes too long." - Carrie Fisher