Github: http://github.com/marrub--/GLOOME/
Beta Builds: http://greyserv.net/marrub/gloome_beta_build.html
GLOOME:
GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine, which is based on the ZDoom engine, which in turn is based on id Software's Doom engine.
It's a little bit incestuous.
There's been a lot of discussion as of time of this writing about the viability of using Doom source ports to create full-fledged indie games. A lot of people have come out with some astounding projects; massive mapsets, complete gameplay overhauls, redone graphics, etc.
But every now and then, there's a project that's completely unlike Doom at all, to the point where people say it would be better as its own thing, rather than a "mod". And sometimes these discussions just kind of...end with the usual question marks.
Is it possible to do this? Can mods really become standalone games? Would it even be feasible to undertake all the work for a small community? What draws the line between an extremely in-depth "mod" and a fully standalone "game"? Wouldn't we still need to have a doom2.wad to run? If we still have ties to Doom, won't that cause legal issues? What would Carmack do?
This fork hopes to address these issues. All of the licensed code has been rewritten. All of the legally-questionable code (such as Ken Silverman's Build code) has been plucked out and replaced with either more legally-compliant code or outright rewritten. The engine itself is completely open-source and free for anyone to modify, adjust, distribute, or whatever as they please.
With this, we hopefully have an engine where someone can make a completely new not-Doom game with and distribute among other sites, like RPG Maker was to Yume Nikki or Cherry Tree High Comedy Club.
Someone completely unfamiliar with Doom, the Doom modding scene, or anything at all can just download a game, fire up the .exe, and play it without needing any know-how or "drag this .pk3 onto this .exe" or "load up multiple files" or "DON'T PUT IT IN YOUR SKINS FOLDER FOR THE LOVE OF GOD". If somebody wanted to make a full-fledged indie first-person-shooter, they can use this engine to create a slew of new maps, new enemies, new levels, new items, new weapons, and more, and then throw it up on Steam without worrying about Doom copyrights.
Spoiler: CreditsProject 67 / Nocturne in Yellow:
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The demonstration projects for GLOOME to show off the engine's capabilities to the world and to show people unfamiliar with ZDoom what can be done with Decorate and ACS. They're small, not exactly on par with BTSX, Golden Souls, Putrefier, or even Zen Dynamics, but they'll suffice. We even have placeholder graphics and everything.
Project 67 is a straightforward science-fiction run-and-gun arcade action shooter, with an emphasis on killing robots, getting points, and using rad guns. It is being made by marrub, the head developer of the GLOOME engine, and nobody knows better how to showcase the features of the engine than he.
Nocturne in Yellow is an entry for the 2015 Indie Game Maker Contest, a challenge to make a complete game in a single month, and is a more slow-paced gothic adventure intended to be reminiscent of a first-person CastleVania than Doom. It is being made by TerminusEst13, some dork.
While both of these projects are early on in development, we will be keeping the topic up to date with progress and contributions.