Sectorseed
a base for building new games with GZDoom

NOTE: work in progress! please don't distribute widely yet



Sectorseed Bitbucket (source data) repository

Table of Contents


Introduction

id Software released Doom in 1993. Soon after, a community of players began to modify and extend the game, and shared their efforts freely. These "mods" remixed existing content and added new levels, graphics, and audio; they told new stories and explored new design ideas.

In 1997 id released the game's source code, and since then the community has expanded the game and its technology far beyond anything its creators dreamed of. Today, several source ports are still in development, and the community is still pushing Doom in a dozen different exciting directions.

Doom was also an early example of referring to game technology suites, as distinct from the games they enable, as engines - tech that can be reused for many projects. While the original version of Doom's engine (rechristened "id Tech 1" in 2007) was designed for DOS PCs and is quite primitive by today's standards, source ports like GZDoom sport advanced features that are in some ways convergent with far more modern engines. GZDoom in particular is under very active development and has a lot to offer solo or small team independent game creators. The catch has long been that out of the box, working with GZDoom usually means making a mod for, and thus requires owning a retail copy of, Doom or one of its siblings.

Sectorseed, then, is a resource file that allows GZDoom to run without any Doom or other non-free content. This gives developers a base to build a new, standalone game to build from. Independent developer Brendon Chung did something similar for id Tech 4 with his Doom3 Starter Kit. The target audience for Sectorseed is creators who have novice-or-greater general game development knowledge but don't know anything about Doom.

Don't let any of what follows give you the impression that Sectorseed is some big new technological effort - it's a tiny resource file, some examples, and this documentation. I proved out the idea over a weekend, after realizing that 99.9% of the work had already been done by id Software, the GZDoom developers, tools developers, and everyone else who's pushed Doom's technology along over the years. It is a tiny, humble seed from which you may grow greater things. This documentation will help you start down the path to learning how.


Unique Qualities of Doom-like Technology

TODO outline merits of 2.5D + sprite worlds


Editing Suite


System Requirements

TODO