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I've been making the argument that it's closer to Doom than Wolfenstein because the gameplay is a bit more in-depth than what's in Wolfenstein 3D, but the overall aesthetic is ripped almost directly by Wolf 3D.
Also, "Doom in Isaac" feels like it's a bit more eye-catching than "Wolfenstein in Isaac" imo
The main source of inspiration was NatoPotato’s First Person Isaac mod, which is stupidly impressive, even after all this time. I’d recommend checking it out if you haven’t seen it!
The secondary inspiration was the success of my other “non-Isaac” mods. After the Bejeweled mod blew up, I ended up writing down a big list of potential ideas, and this was one of the things I put on that list :)
(you will need it for the mouse-look version of the first level linked in the mod description, though)
░░░░░▐▀█▀▌░░░░▀█▄░░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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Long story short, other projects have come up (many of which are from my actual job), and while that doesn't mean I'll stop making mods altogether, it does mean that this project is going to have to wind down, since it's such a massive time-sink to debug and build out a mod like this.
That being said, I also did a full write-up of the innards of this project if you're interested in reading about it, which you can find here! [www.tumblr.com]
Not only that, but feel free to fiddle around with the code and see what you can do with it! There's even a map editor hidden in the game files!
Anyway, that'll probably be it for this. I might come back to this some day, but I'm pretty burned out on DOOM, and I accomplished my main goals, so I'm fine with leaving it here.
Take care, everyone! See you in the next insane project <3
I'm not exactly sure what you mean with the comment, it's a bit hard to read but I'm assuming you're wondering exactly why this isn't using the assets from the game itself.
The thing is that Wolfenstein was the very first implementation of a 3d engine, and it was more of an illusion rather than true 3D with rasterization like we have today. Those old games basically drew each frame one by one, interpreting the viewing angle using a top down map, and using that map to figure out exactly what the 3D space should look like.
Later 3D uses rasterization to draw it's screen space, taking points, drawing polygons, and then drawing those polygons to the screen (except in this case, the sprites are drawn to those polygons for 2d sprite based games like Isaac). Wolfenstein didn't do this, because it was a completely different system.
Either it come from perspective, either the wall are hard coded
Do you plan to implement the Isaac asset for floor/ wall level and even door ?
Good job anyway
This entire engine is baked from scratch, so in theory it should be totally compatible with any other mod (even REPENTOGON)
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(you can find the log file by going into Documents/My Games/Binding of Isaac Repentance+/log)
@Big J The controls use the same basic design as vanilla Isaac controls! Press Up Arrow to shoot!
@EgoZA_Video Thank you for the kind words
(reposted since I said the wrong keybind