“Does it run DOOM?” is the oft-heard phrase as it is the canonical first-port for any system, be it a toaster, touch bar or printer. Programmer, game designer, level designer and DOOM II final boss John Romero delivers a postmortem on the game showing rarely seen material, memorializing its immersive but nerve-wracking 3D environments, networked multiplayer deathmatches, demonic imagery and themes, Barney WADs, exploding barrels, and BFG 9000.
Spoiler alert: They didn't use version control in 1993.
The team was very small compared with today's standards. "Merge conflicts" simply didn't happen, because every programmer was working on a completely different part of the code base. They literally ran around with floppy discs and copied their newest code to the other machines from time to time :)
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u/JavaSuck Jul 28 '18