![]() ![]() The speed of Carmack’s network programming progress was remarkable. Basically, the computers send each other updates at high speed over the local network. Instead of one central computer controlling and monitoring all the action between two to four players, each computer would run the game and sync up with the others. It was the “quick and dirty” solution instead of a client-server model. Then, I’d add to his room by making a hallway, and so on.įor multiplayer, Carmack’s plan was to explore peer-to-peer networking. I could see him drawing lines and placing objects on my screen from his computer. He wanted to play around with the distributed objects system in NeXT-STEP, so he added the ability to allow multiple people who were running DoomEd to edit the same level. Back in March, Carmack had already done some innovative network programming in DoomEd. The truth is that I never had a doubt, not for a second. After all, John had never programmed a multiplayer game before. Looking from the outside in, I suspect some might wonder if I wasn’t just more than a bit concerned since we were hoping to ship in 1993. The short answer was that Carmack was ready to take it on. “So when are we going to make multiplayer mode?” It was November, and we were releasing in a month. In modern game development, multiplayer would be a feature factored in from day one, and architected accordingly, in an integrated fashion. ![]() We hadn’t done anything about the multiplayer aspect. There was still one missing piece from the game, and it was a substantial one. It was enough to have to start the level over after dying. I removed the concept of having lives for the same reason. I decided to get rid of those things because they made no sense to the core of the game and they rewarded the player with a score, which was a holdover from Wolfenstein 3-D. We still had useless pickups in the game, like the demonic daggers, demon chests, and other unholy items. Concerned about security and leaks, we coded the beta to stop running on DOS systems after October 31, 1993. On October 4, 1993, we issued the DOOM beta press release version, a build of the game we distributed externally to journalists and video game reviewers to allow them to try the game before its release. In early October, we were getting close to wrapping up the game, so progress quickened. ![]()
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