Proto:Doom (PC)/Doom 0.2

Version 0.2 of Doom dates back to February 4, 1993. At this point, Doom is little more than a tech demo, as only two months of work have been done.

General Differences



 * The HUD is completely different, framing most of the screen, and appears to be far more complex...except it's just a static image overlay, as actual HUD functionality has not yet been programmed.
 * Only three enemies are present on the only map of this build (see below) – an imp, a demon, and the Baron of Hell. They only have the most basic of code, standing idly in place and not reacting to anything.
 * Your only weapon is a shotgun, which does not bob onscreen. You also have infinite ammo, as there is no cap on how much ammo you can have.
 * There's no sound... at all.

Engine



 * No frame rate limit has been implemented yet, so the game runs at 70 fps on a fast machine.
 * Non-orthogonal walls are already in place.
 * Texture mapping is done through a completely different routine. Rather than using the .wad, the textures are directly applied to the wall.
 * There is only one small level, which is completely flat (as elevation has not yet been implemented) with no items or doors. The map format is very different from the final as a result, and several other features are missing or different.
 * The palette is largely identical to the final, but has a couple of differences.

Controls

 * Arrow Keys - Move
 * Control - Shoot
 * Right Shift - Run
 * 3 & 4 - Go through wall textures
 * 5 & 6 - Go through ceiling textures
 * 7 & 8 - Go through floor textures
 * 9 & 0 - Adjust brightness

Weapons
At this point in development, several weapons were planned but eventually cut. All of the weapons are documented in the Doom Bible. Everything but the shotgun can only be seen through hacking the .wad. Weirdly, there are no references to the chainsaw or the plasma launcher in this build.

Knife



Would have been an attachment for the pistol, but it did minimal damage. Its main purpose was to be used during close-up combat.

Pistol



Present in the final, but as mentioned above it would have a knife attachment.

Shotgun



Also in the final, although its silhouette is a bit different at this point.

Machine Gun



The sprite is like the one from Wolfenstein 3D.

Missile Launcher



The sprite from the 0.4 build looks exactly like this build's silhouette.

Dark Claw



Would have drained life from enemies, but it seems like the developers deemed the weapon redundant.

Probjectile



Would have little fire power, but also gave stats on enemies. It did not get any farther than this.

Spray Rifle



Would have been as powerful as the shotgun, but with a wider spread of fire. Again, this is the most iD ever did.

BFG 2704



Its silhouette is identical to the sprite found in Doom 0.4.

Unmaker



This would have been used in the commercial version to hurt enemies, depending upon what type they were. It was eventually used in Doom 64, though the design is completely different.

Art Differences
Imp

Aside from the re-coloring of the mouth and eyes, it appears to be identical to the final version.

Demon

The teeth were made bloodier, and the poses are different. The sprite was re-shaded, and the eyes were redrawn to look like they're glowing.

Walls

One of the walls was stretched from 64&times;64 to 64&times;72 pixels in subsequent builds.

Text
***STATS*** CLI= STI= PUSHF= POPF= IRET= INTxx= MISC= *I13= *EXT= OVERALL= *TM BGN= *CUR TM= INT STATS=

This is probably debug text for the CPU to see how the program crashed.

main.c i_ibm.c lingfx.c p_play.c p_things.c p_user.c r_game.c r_init.c r_draw.c r_plane.c r_posts.c r_render.c wadfiles.c

Compiler leftovers scattered throughout the executable.