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| * The monsters go towards the space directly in front of you if they cannot attack; this means that the direction you face matters even if you are skipping a turn. This can help to maneuver monsters into melee range. | | * The monsters go towards the space directly in front of you if they cannot attack; this means that the direction you face matters even if you are skipping a turn. This can help to maneuver monsters into melee range. |
| * The monsters generally move towards their target, but they can randomly move otherwise. This, together with the above, might help to get away from an exploding-on-death monster, such as a [[revenant]]. | | * The monsters generally move towards their target, but they can randomly move otherwise. This, together with the above, might help to get away from an exploding-on-death monster, such as a [[revenant]]. |
− | * Most levels can be entered more than once, but they are reset to the initial state every time. Some allow you to walk out of the entrance door; this does not count as completion. Overall, this enables farming. | + | * Most levels can be entered more than once, but they are reset to the initial state every time. Sectors 1-7 allow you to walk out of the entrance door (although Sector 7 has a point of no return); this does not count as completion. Overall, this enables farming. |
| * The crates usually produce a random item when attacked, but they occasionally explode, damaging everyone nearby like a barrel. | | * The crates usually produce a random item when attacked, but they occasionally explode, damaging everyone nearby like a barrel. |
| + | * After attacking with a captured [[hellhound]], the player can switch to a different weapon, thus taking the damage from subsequent attacks oneself. This was probably not intended. If the player plans to do it many times, it's easier to exploit the 0-health hellhound bug; see [[dog collar#Bugs]] for details. |
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| ==Development== | | ==Development== |
− | [[John Carmack]] initially started development on Doom RPG after his wife bought him a new cellphone to replace the lost one he usually took with him to work at {{wp|Armadillo Aerospace}} - he had resisted getting one, as he "[didn't] really like talking to most people." The bad {{wp|Java (programming language)|Java}} demo games included on the new phone inspired him to investigate development in the {{wp|Java Platform, Micro Edition|J2ME}} environment which was then the dominant gaming platform in the mobile market. This suited his desire for a temporary change in scope after the development of [[Doom 3]], and was supported by his previous experience with Java.<ref name="armadillo"/> | + | [[John Carmack]] initially started development on Doom RPG after [[Katherine Anna Kang|his wife]] bought him a new cellphone to replace the lost one he usually took with him to work at {{wp|Armadillo Aerospace}} - he had resisted getting one, as he "[didn't] really like talking to most people." The bad {{wp|Java (programming language)|Java}} demo games included on the new phone inspired him to investigate development in the {{wp|Java Platform, Micro Edition|J2ME}} environment which was then the dominant gaming platform in the mobile market. This suited his desire for a temporary change in scope after the development of [[Doom 3]], and was supported by his previous experience with Java.<ref name="armadillo"/> |
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| After considering the chief limitations of the platform—a small maximum size for games, the non-immersive nature of small handheld devices, limited controls, and lack of multiplayer capabilities—Carmack settled on the Doom RPG concept, which he described as "''{{wp|The Bard's Tale (1985 video game)|Bard's Tale}}'' meets ''Doom''", and developed a proof-of-concept prototype.<ref name="armadillo"/> | | After considering the chief limitations of the platform—a small maximum size for games, the non-immersive nature of small handheld devices, limited controls, and lack of multiplayer capabilities—Carmack settled on the Doom RPG concept, which he described as "''{{wp|The Bard's Tale (1985 video game)|Bard's Tale}}'' meets ''Doom''", and developed a proof-of-concept prototype.<ref name="armadillo"/> |
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| ==References== | | ==References== |
| <references> | | <references> |
− | <ref name="armadillo">{{cite web text archived|author=[[John Carmack|Carmack, John]]|title=Cell phone adventures|url=http://www.armadilloaerospace.com:80/n.x/johnc/recent%20updates/archive?news_id=295|publication=Armadillo Aerospace - John Carmack's Blog|publishdate=27 March 2005|accessdate=August 4, 2018|archiveurl=https://web.archive.org/web/20051219211446/http://www.armadilloaerospace.com:80/n.x/johnc/recent%20updates/archive?news_id=295|archivedat=archive.org}}</ref> | + | <ref name="armadillo">{{cite web text archived|author=[[John Carmack|Carmack, John]]|title=Cell phone adventures|url=http://www.armadilloaerospace.com/n.x/johnc/recent%20updates/archive?news_id=295|publication=Armadillo Aerospace - John Carmack's Blog|publishdate=27 March 2005|accessdate=August 4, 2018|archiveurl=https://web.archive.org/web/20051219211446/http://www.armadilloaerospace.com/n.x/johnc/recent%20updates/archive?news_id=295|archivedat=archive.org}}</ref> |
| <ref name="gamesindustry">{{cite web text|author=GamesIndustry staff|title=John Carmack on Mobile Development|url=https://www.gamesindustry.biz/articles/john-carmack-on-mobile-development|publication=GamesIndustry|publishdate=9 January 2006|accessdate=4 August 2018}}</ref> | | <ref name="gamesindustry">{{cite web text|author=GamesIndustry staff|title=John Carmack on Mobile Development|url=https://www.gamesindustry.biz/articles/john-carmack-on-mobile-development|publication=GamesIndustry|publishdate=9 January 2006|accessdate=4 August 2018}}</ref> |
| </references> | | </references> |