The highly-anticipated sequel to “If Doom was done today (Part 2),” Part 3 (also known as “Call of Dooty III: Spectres”) serves up yet another parody of modern first-person shooters and includes brand new features like the ability to aim down weapons’ sights, limited sprint, a dynamic crosshair, and more!
Inspired by kmoosmann’s “If Quake was done today,” this project takes another classic Doom level, John Romero’s E1M2, Nuclear Plant, and gives it a modern makeover. You’ll see such mechanics as regenerating health, quick-time events, and even brand new ones that weren’t present in Part 1 like achievements and a “bloody screen” effect when damaged. Much like the first one, this level is meant to make a statement rather than be enjoyable to play.
A turn-based dungeon crawler I designed with Visual Basic.
A 2D platformer I designed with Game Maker.
Inspired by kmoosmann’s “If Quake was done today” video, this Doom level puts you in a familiar place – E1M1’s Hangar – but makes you play it like a modern first-person shooter with cutscenes that disrupt gameplay, regenerating health, linear level design, and more. This is meant to make a statement about games today rather than be an enjoyable level.
A collection of my most handy tips and tricks for Door Kickers, an excellent top-down tactical shooter/strategy game in which you command a SWAT team by drawing out each squad member’s path.
Learn how to make rotating walls, sliding doors, and more in Doom Builder using PolyObjects!
An updated video tutorial showing how to create “deep water” in Doom Builder using 3D floors.
Learn how to use arrays to store and manipulate collections of variables.
Learn how to use While and For loops to make portions of your code run more than once.