Doomeroids at Full Sail
Our assignment was to make a game loosely based on Asteroids. I’d just found sprite sheets from id Software’s Doom online, so I gave mine a Doom twist and called it Doomeroids. I kept building it after the assignment and even after graduation.
I built the original in GLib, my C++ and Direct3D framework. I worked on weapons, collisions, and scripted enemy waves, with weapon settings in XML so I could tune things like pellet count and spread. I also experimented with a tile-map editor and a resource packer.
The frame rate is uneven in this original recording.
Doomeroids (original footage)
Watch on YouTube ↗Smash Doom in Unity
As I kept working on Doomeroids, I realized that waves of enemies coming from roughly the four cardinal directions felt a lot like Smash TV. I renamed it Smash Doom, rebuilt it in Unity in 3D, and moved the action from an open arena into a series of rooms.
I completed the first level. Players fight waves of enemies through a semi-linear sequence of rooms until they reach the boss room.
Smash Doom (Unity 3D)
Watch on YouTube ↗Smash Doom on Gear VR
A few years later, when I got a Gear VR headset, I used the Oculus SDK to make a VR version.
SmashDoom VR Footage
Watch on YouTube ↗Unity assets
Kubacho Lab add-ons I use across my Unity projects
All Unity assets ↗