DOOMβs Development: A Year of Madness
Video Statistics and Information
Channel: WeAreDevelopers
Views: 391,036
Rating: 4.9126558 out of 5
Keywords: DOOM, John Romero, Romero Games, programmer, game designer, 3D, game, gaming, gaming industry, programming, developer, conference, congress, Vienna, IT, tech, technology, people, code, future, coding, software, software developer, WeAreDevelopers, WeAreDevs, john romera talk, presentation, keynote, game developer, wad
Id: eBU34NZhW7I
Channel Id: undefined
Length: 44min 12sec (2652 seconds)
Published: Wed Jun 27 2018
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
So how did they monetize Doom? (It was free to play, as he says). EDIT: Apparently only the first level was free, then you had to pay.
btw: We aggregate material like this over in r/TheMakingOfGames :)
John Romero liked a tweet of mine, I should frame it.
Some interesting points:
DOS4GW.EXE
for this purpose). This made the game a 32-Bit executable instead of 16-Bit, which is why they had to sort out the sound drivers (but gave them enough memory to fit everything in).Enjoyed the hell out of it, thanks for posting.
Here's more on this game for those that have the time: https://www.youtube.com/watch?v=6A4-SVUHQYI
That intro animation was sweet!