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At GDC Europe in Cologne, Germany today, Romero ran down some of the key programming principles that id Software adhered to in the influential studio’s early years.
When it comes to game developers, id co-founder John Romero is among the most influential. At GDC Europe in Cologne, Germany today, Romero ran down some of the key programming principles that the Doom studio adhered to in the 1990s.
But be warned: Romero said some of these principles sound insane by today’s standards. These guidelines are products of their time, but in the 90s, they worked for id. The studio was able to crank out 28 games in five-and-a-half years with less than 10 developers, producing such seminal titles as Commander Keen, Doom, Quake, and others.
Today, the common advice is to prototype, prototype, prototype. Get something playable, and find the fun. But for id, Romero said the company had no time to prototype. The games the studio made were small in scope and easy to visualize in the team’s minds, so they went from idea straight to product. “Nowadays with any big project, you’re going to need prototyping,” he said.
A game called Quake: The Fight for Justice was the only game that the team threw out, Romero said. They worked on it for two weeks (it was an RPG) before deciding to toss it out and move on. They wouldn’t return to the Quake universe until four years later.
Romero repeatedly stressed the importance of finding ways to increase efficiency, including making sure the game can be run by your team.
Again, simplification is important. Not just in code but in game design and production processes.
“We are our own best testing team, and we should never allow anyone else to experience bugs or see the game crash,” Romero said. “Don’t waste others’ time. Test thoroughly before checking in your code.”
He added, “As soon as you see a bug, you fix it. Do not continue on. If you don’t fix your bugs your new code will be built on a buggy codebase and ensure an unstable foundation.”
Though Doom’s target was MS-DOS, Romero said Doom was developed under the more advanced NextStep operating system, which was the predecessor to OS X.
Reusing code from game to game didn’t make sense for a team that was all about optimization for the situation at hand. (And of course there was no Unity or Unreal Engine to license.)
When you do this, you’ll have more efficient code and more flexibility with design choices and changes.
In id’s early days it was just four guys – Romero, John Carmack, Tom Hall, and Adrian Carmack – in one room coding and listening to heavy metal. Everyone knew what the other was doing, and that benefited id back then.
Self-explanatory! (And still applicable for today.) During a Q&A session, a budding game developer asked if Romero ever got burned out due to the furious pace of game development. Romero explained the kind of programmer he is -- he just loves programming so much that he never got burnt out. And another thing to keep in mind: There was a lot of work that came before id's most famous game, Doom. Wolfenstein was his 87th game; Doom was around his 90th, he said.
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