Star Wars: Dark Forces: Difference between revisions

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→‎Development: got rid of "duck" and "jump" because you could, in fact, crouch and jump in Doom,
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Development of ''Dark Forces'' was led by Daron Stinnett. The programming was led by Ray Gresko, and the graphics and storyline by Justin Chin.<ref name=Manual/> Production began in September 1993, at a time when the first-person shooter genre was very popular.<ref name=PCG>{{cite journal | last=Mizell|first=Leslie | publisher=[[Future plc|Future Publishing]] | journal=[[PC Gamer]] | date=October 1994 | title=Star Wars: Dark Forces preview | pages=34–37}}</ref> The developers of ''Dark Forces'' wanted to adapt the format into an adventure game. To do this they introduced puzzles and strategy, along with a ''Star Wars'' plot.<ref name=PCG/> Originally [[Luke Skywalker]] was intended to be the main character in the game, however the developers realized that this would add constraints to gameplay and storyline. Instead a new character, Kyle Katarn,<ref name=Kyle/> was created.
[[Image:DF Gromas.gif|thumb|right|The ''Jedi'' [[game engine]] used in ''Dark Forces'' allows atmospheric effects such as red haze.]]
''Dark Forces'' was commonly called a ''Doom clone'', but the game makes significant expansion upon the gameplay features present in ''Doom''.<ref name=Toms /> The new gameplay mechanisms that were not common at the time of release include the ability to look up and down, duck,and jump, andto swim.<ref name=Mac/> The usage of multiple floor levels is another technical advance in the first-person shooter genre.<ref>{{cite web|url=http://archive.gamespy.com/articles/december03/doom/clones/index2.shtml|title=''Bringin' in the DOOM Clones'' (page 2)|last=Turner|first=Benjamin|coauthors=Keven Bowen|date=2003-12-11|publisher=[[GameSpy]]|accessdate=2009-01-03}}</ref> To produce these new features, the developers wrote a [[game engine]] from scratch.<ref name=Byte /> The Jedi engine can create gameplay and graphical elements such as fully 3D objects, atmospheric effects such as fog and haze, animated textures and shading.<ref name=KR>{{cite web|url=http://www.accessmylibrary.com/coms2/summary_0286-6328855_ITM|title=Video game of the week: 'Star Wars: Dark Forces'|date=1995-03-21|publisher=[[Knight Ridder|Knight-Ridder]]|accessdate=2008-12-15}}</ref>
 
Stinnett indicated that the developers wanted these elements to be part of an "active environment", and features were included to create this: "ships come and go at the flight decks, rivers sweep along, platforms and conveyor belts move and much of the machinery functions."<ref name=PCG/> The ''Dark Forces'' soundtrack uses the [[LucasArts#iMUSE|iMUSE]] system to create interactive music using the ''Star Wars'' soundtrack composed by [[John Williams]].<ref name=PCG/> There is also full speech and sound effects in stereo.<ref name=KR/>