All of those things made Quake much less fun to do than Doom and Doom 2." The last was that it was the time of the rise of Tim Willits to power. One was the lack of a central, guiding designer. " Quake had three issues," said Petersen. There's some relief, and pride as well."Ĭrunch was perhaps the biggest factor that plagued Quake's development, but there were others. All that time you spent on a project, when you see it finally come together and it's almost finished, you think, We're getting close. If you're talking, it's generally work related. "You haven't been home much, so it gets really quiet in the office. "The way it usually goes with a multi-year production cycle is you're tired of each other," said Adrian Carmack. It was seven days a week, as many hours as you can survive," Romero said. "It was still four months before shipping, and there were massive improvements in those four months. Still, Quake's developers opted to sleep under their desks instead of going home. An installation program needed to be written in order to unpack Quake's data onto hard drives.Īs summer drew nearer, the team gradually ran out of gas.
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A text file explaining how to install the game was written and bundled with the shareware episode and retail package. Copy had to be written for the box and manual. There was work to be done outside of the game itself. Numbers were tweaked, maps were polished. The rocket launcher's chunky barrel became a steel cylinder. The UI was recolored and expanded to more neatly fit information such as health and armor. The flip side of Quake's CD case.įeedback from Qtest caused ripple effects. QUAKE’s DEVELOPMENT WAS a seven-month sprint tacked on to the end of almost one year of creating, scrapping, and restarting the project. You can read Rocket Jump in its entirety in the Shacknews Long Read section of the site, where you'll find more deep dives into stories of how games are made and the people who make them. In today's chapter, the id team recovers from making 1994's Doom II and struggles to define its next project. Every week in June, we'll post another chapter offering unprecedented, behind-the-scenes access into one of the most influential games ever made. Shacknews is celebrating the 25th anniversary of Quake-and of Shacknews-by serializing Rocket Jump: Quake and the Golden Age of First-Person Shooters -our flagship long read exploring the making of id Software's Quake trilogy, the culture inside id during development of Quake 1, 2, and 3, and the impact id's games had on the FPS genre.