RooM (Doom game)

Hi all, this is my first post here. I’ve been working on this lil thing for a while now and wanna post it here. I probably should have posted this before because roblox updates have severely broken the game 4-5 times in this game’s lifetime.
Thoughts? The multiplayer sucks and is kindaaa my main priority right now(:

(old version w more plays, taken down: Noah's Doom engine (Room) - Roblox)

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of course fam!

Fire here [ changed my name recently. ]

Anywho, RooM has made significant progress since the last time I played it back in November of last year, and I have to say - it’s a very impressive game, even if it’s emulating a game from the 90s - that in of itself is pretty impressive. I’m quite impressed with the Brutal-Doom like finishers, and I hope to see more enemies, such as Revenants and Pain Elementals, and perhaps friendly marines in the future.

My only problem with the game so far is well, there’s no actual campaign, and I hope to see one, if you plan on making one anyways.

Good job it, and I hope to eventually join the team (if there is one. Haha)

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Glad youve stuck with it for so long, and im amazed at the progress youve made on your games (desert storm, corruption etc). I think we’ve struck a niche in roblox that hasnt really been seen before.

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Agreed!

Sure, there have been a few Doom clones on Roblox in the past, and the only good one I can remember is the one by orange451 (I think.)

You on the other hand - it’s pretty much GZDoom in Roblox at this point.

Fantastic work man!

I liked the feel of the game. the gunplay was intuitive and satisfying. but i ran into some technical issues.

mainly the fact that when you join not all the textures and decals are loaded yet. so i found myself holding nothing. and taking damage from enemies i couldn’t see.
there’s API for this stuff. I don’t recall what it is off the top of my head.

ContentProvider:PreloadAsync()

Anyway, it should be known that when using this function, you should only load crucial pieces of the game. For example, loading the meshes of threats you will encounter before letting the player in. Guns aren’t exactly crucial to see typically, so I would say the steps you should do are:

Load crucial assets: enemies, really
Let the player skip loading at this point
Queue more assets the player will encounter shortly: the textures for the meshes on enemies, gun meshes and textures, etc
Close the loading screen for the player

With a process like this, you guarantee players will see all geometry they need to see, followed by giving them an option to enter the game before the loading of other assets is finished, such as sounds and textures.

Thank you both, i use loadasset in the beginning but it doesn’t guarantee anything. people have had this issue in the past and ive usually just hoped it loads successfully, which is bad. I have to finish FE stuff now and at the same time im speeding up the loading of graphics and stuff which is essential to game(:

DUDE
sick game
i like it a lot
you need to poll for the loading of the enemy sprites, I can see the shadow of enemies but not the real sprite.

have you seen Brutal by edenojack?
have you looked in to loading maps from WAD files?
would be very cool to play main and fan campaigns.

yeah, edenojack and i have been working on our projects simultaneously for i think the last 2 years. i love his work and want him to keep working on it

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