This week in QUAKE

Here’s a trio of cool Quake stories from around the web…

Kotaku recently posted a story discussing “The Carmack Prize” — a $10,000 prize John will award to an amateur rocketeer that can launch a home-made rocket 100,000 feet into space while getting a GPS serial log of the flight.

Late last month, a rocket appropriately named Qu8k, nearly landed Derek Deville the prize. In the video above, watch the rocket jump 122,000 feet into space.It’s a pretty amazing video, but unfortunately Derek wasn’t able to get a GPS log.

In more game-related QUAKE news, be sure to check out 1Up’s recent feature Why Quake Changed Games Forever — in which author Ryan Winterhalter argues the many reasons it could be considered the most influential game of all time. Here’s an excerpt:

Quake changed everything with the creation of the server/client architecture still used by games today. Players would login to a host computer that was preferably dedicated solely to that task alone. It was a revolutionary idea at the time, according to level designer Tim Willits, “In 1996 there wasn’t much of an internet. Doom was a peer-to peer-system, and a pain in the ass. Quake was the first true PC server/client architecture system. People told us we were crazy. They said, why would anyone run a Quake server on their machine to allow people they don’t know to play a game?”

Finally, fans can check out Game Front’s look at the hidden QUAKE room found in RAGE. Consider it a spoiler if you haven’t made it all the way through the game. Watch it after the break…

Continue reading full article ›

All the RAGE: Shawn Casey

It’s RAGE launch week and this week Shawn Casey steps up to the plate to answer questions…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’m a Generalist Programmer and currently responsible for the save games and achievements across all platforms. I joined the team January 2010.

Continue reading full article ›

RAGE – Jackal Canyon Official Gameplay Trailer

With less than a week until launch, we’ve released the sixth and final RAGE gameplay video! Watch as your character infiltrates the Jackal bandit clan’s camp in order to retrieve a data decrypter that could help the Resistance defeat The Authority.

If you missed any of the previous gameplay videos, head over to our YouTube playlist for RAGE.

All the RAGE: Robert Memmott

Today we meet RAGE programmer, Robert Memmott…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’ve been a Programmer here for three and a half years. I’m responsible for large sections of our game play code. At times including the player weapons, the mission system, the GUI’s, and I’ve dipped my toe into most of the systems we have.

One of the best things about working at id is the creative freedom and responsibility all the developers have. I have also been allowed significant input into the design of our mission system and other areas of our game.

When did you decide you wanted to get into game development?

I’ve always been completely fascinated with games. I have invented my own table top games and played with designs since I was old enough to read. I have been fortunate. I figured out that I have the mindset and a talent for programming, which became my ticket into the video game industry. I’m lucky I get paid to do what I love.

Continue reading full article ›

Around the web: Ready up for RAGE

Today at IGN, watch a new video showcasing your arsenal in RAGE – from your standard weapons to (literally) mind-blowing ammo types and and quickuse weapons.

Elsewhere, check out RAGE news at these sites…

With RAGE releasing in a week (!!), we’ll have plenty more to share on the game soon.

All the RAGE: Jeremy Mitchell

We’re back with another developer profile for RAGE. Today we meet Jeremy Mitchell…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’m the Lead Visual Effects Artist on RAGE, which means I’m responsible for anything that explodes, burns, glows, zaps, drips, shoots, or bleeds. I get to build on all the fantastic art and design work done by our team, and add the finishing touches like muzzle flashes, dust, blood, water, etc. All the little moving bits that make the world come to life. I’ve been with id since July 2009.

Read more after the break…

Continue reading full article ›

All the RAGE: Erica Stead

We’re back with another All the RAGE profile. This week we meet QA tester Erica Stead…

What do you do at id Software and how long have you worked at the company?

I’m a QA tester. I’ve been at Id for over a year.

When did you decide you wanted to get into game development?

When I was in high school, I spent most of my weekends alone with the Playstation, thinking about how cool it would be to work on games. But it didn’t really seem like a realistic goal, so I don’t think I ever mentioned it to anyone. It was a long time later, after I had gotten a degree in something else, moved to Texas and went to QuakeCon for the first time that I realized I really did still want to work with games.

Continue reading full article ›

iOS updates & source code for Wolfenstein 3D Classic Platinum & DOOM Classic

Today we’ve got some great news for iOS fans. On the heels of recent updates (v 2.1) for both Wolfenstein 3D Classic Platinum & DOOM Classic, we’ve also released the 2.1 source code for both titles!

Wolfenstein 3D Platinum Source Code 2.1
DOOM Classic Source Code 2.1

What’s new in the update? Here’s the rundown…

  • Universal apps with iPad and Retina Display support
  • Revised user interface with a re-mastered HUD and all new menu art
  • Re-mastered sound from the original MIDI source files
  • Original cover art splash images
  • Locked 60 fps for Wolfenstein 3D Classic Platinum/Lite (improved framerate on all devices)
  • In App Purchase in Wolfenstein 3D Classic Lite to purchase the full game (Platinum Pack)
  • Wolfenstein 3D Classic Platinum/Lite now under the Apple 20MB download cap for 3G
  • Optimized for the iPad 2 (re-compiled under iOS 4.x with XCode 4.x)
  • Assorted bugfixes
  • Removed multiplayer support (currently broken due to iOS 3 and iOS 4 releases). MP will be re-released at a later date in a more robust fashion.

If you haven’t picked up these classics for your iOS device, check out the links below…

DOOM Classic — $6.99

All the RAGE: Matthew Michler

As we close in on RAGE’s release, we’ve returned with new Q&As with the members of the RAGE team at id Software. Today we meet programmer Matthew Michler.

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I have been working at id Software for about two years as a programmer on our automated build and testing infrastructure.

Why do you think working at id is the best job in the world?

Professionally, working at id Software is like being born with a pedigree. There are few studios in this industry that can say they are a true pioneer and innovator of gaming and id is one of them. On top of that, the leadership and veteran developers at id are very welcoming to us newbies and our ideas. They are great at finding the “diamonds in the rough” and polishing them up into new and exciting gameplay.

Personally, the team at id is insanely fun to be around. We have an incredibly diverse group of people from all over the world with a wide range of personalities and interests. Social gatherings at id are always entertaining.

Continue reading full article ›