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John Carmack Archive - .plan 2006

John Carmack Archive - .plan 2006

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Published by Andrew
John Carmack's .plan posts from 2006. John is a co-founder of id software and the lead architect of the Quake/DooM series of engines.
John Carmack's .plan posts from 2006. John is a co-founder of id software and the lead architect of the Quake/DooM series of engines.

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Published by: Andrew on Mar 19, 2007
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05/08/2014

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John Carmack Archive - .plan (2006)
March 18, 2007
 
Contents
1.1 Orcs & Elves (May 02, 2006). . . . . . . . . . . . . . . . . . 21
 
Chapter1May 
1.1 Orcs&Elves(May02,2006)
I’m not managing to make regular updates here, but I’ll keep this around just in case. I have a bunch of things that I want to talk about – somethoughts on programming style and reliability, OpenGL, Xbox 360, etc,but we have a timely topic with the release of our second mobile game,Orcs & Elves, that has spurred me into making this update.DoomRPG, our (Id Software’s and Fountainhead Entertainment’s) firstmobile title, has been very successful, both in sales and in awards. I pre-dict that the interpolated turn based style of 3D gaming will be widely adoptedonthemobileplatform,becauseitplaysverynaturallyonacon-ventional cell phone. Gaming will be a lot better when there is a massmarket of phones that can be played more like a gamepad, but you needto make do with what you actually have.One of the interesting things about mobile games is that the sales curveisnotatalllikethedrasticallyfrontloadedcurveofaPCorconsolegame.DoomRPG is selling better now than when it was initially released, andthenumbersarepromisingforsupportingadditionaldevelopmentwork.However, unless I am pleasantly surprised, the hardware capabilities aregoing to advance much faster than the market in the next couple years,leading to an unusual situation where you can only afford to develop2

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