Unreal Doom Prototype

A short project created in 2 days for a teaching demo on mechanics & level design. It was actually really fun and the first time I got a chance to properly use flipbooks. All assets used are the property of Zenimax Media Inc. and Id Software LLC.

I scripted the NPC logic, weapons, sound effects, the pseudo-2D hitscan auto-aim, pickups, and blood/hit sprites.

Used dot-product & cross-product to create the sprite directions.

The NPC behavior is as close to the original Doom as possible.

Example of how the stunning code replicates Doom, wherein the damage isn't applied until n seconds into the sound effect and can be animation cancelled.

Replicates the way the BFG works where it uses the initial firing as its location and the camera rotation as its direction for the ray traces.