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Re:Doom by cousin_it on Friday September 12, 2014 @09:43AM (#8307941)
1) Quantity and quality of assets - I don't see much difference here, do you?

2) Game logic - a game like Wolfenstein has basically planar gameplay, you can't jump or aim up and down. You could play the same game in top-down view on a grid of squares.

3) Rendering - it should take you at most a day to write a Wolfenstein like renderer. Might be scary if you've never done 3D before, but it's a great starter project.

Re:Doom by clarry on Friday September 12, 2014 @09:57AM (#8308005)
Doom has vertical aiming, but it's automatic. There are doom engine based games which relax this limitation and let you actually look up and down, fly, even jump. It doesn't actually make things much more complicated. See heretic & hexen.
Re:Doom by jiggy2011 on Friday September 12, 2014 @10:03AM (#8308040)
I haven't looked into Doom's code very much, but based on playing the game it seems that hit detection is done in 2d. If you are shooting a target above you there is no visual indication that you are aiming higher. You can shoot at a wall and still hit an enemy above you who you cannot currently see.
Re:Doom by clarry on Friday September 12, 2014 @10:07AM (#8308062)
You may be right, I can't recall whether the hit detection cares about height, but Doom does at least some slope calculation to display the bullet-hits-wall animation at the correct height. If you look at rockets and plasma, these projectiles will also move in a slope. So if you're rocketing someone high on a ledge, it won't show you a rocket hitting the wall at eye level... even though such a rocket (if you fired it while not lined up with the target) could possibly damage the target. That may have changed with some later versions. At least some source ports change it.

In any case, heretic and hexen actually let you look up and down. Crispy Doom (among others) have backported this feature and hook it with mouse aim.

Try shotgunning someone high up and far far away. Either there's a distance limit to auto aim, or it's just really damn picky about how perfectly you're lined up. Most of your shots will hit the wall below him.. it can be frustrating.

Re:Doom by jiggy2011 on Friday September 12, 2014 @11:09AM (#8308407)
I think it's just that there are less pixels to hit when the target is further away. I'm not sure if the height difference is taken into account when calculating damage on hitscan weapons, below a certain damage output (damage output is in part random) it might not register a hit.
Re:Doom by pdpi on Friday September 12, 2014 @10:40AM (#8308240)
It's actually a pretty tricky issue with the last stage of Doom 2, where the modern ports with true vertical aiming make it impossible to hit the (hidden) impaled head of John Romero.