Jon and Rob discuss how the developers of 2016's DOOM reboot pursued a philosophy of 'push-forward combat', utilizing smartly-design systems and AI to give the player a sense of agency and empowerment.
(We also referred to DOOM 2016 as Doom 5, thinking that there had been a previous, underwhelming Doom 4. No such game was ever release -- we were probably thinking of Quake 4 instead. Our bad!)
There's a ton of great information out there about DOOM's development. Here are some of our favorites:
- 'Make me think, make me move': New Doom's deceptively simple design (Gamasutra)
- Cyber Demons | The AI of DOOM (2016) (Gamasutra)
- Embracing Push Forward Combat in DOOM (Youtube)
- Bringing Hell to Life: AI and Full Body Animation in DOOM (Youtube)
- DOOM: Behind the Music (Youtube)
Questions? Comments? Got another favorite combat system you want us to discuss? Contact us on Twitter or email firstname.lastname@example.org. And if you liked the show, please review us on Apple Podcasts or share this episode with a friend!
Header image from DOOM (2016) by id Software