Micky C, on 27 November 2015 - 03:08 AM, said:
In a market saturated with games as well as many high quality free, stand-alone TCs, what makes Shaw's Nightmare so special?
That. That's the right question. In fact, I've been thinking about it for a while, and couldn't really find an answer besides what Micheal (
m96) said himself: the game's engine being forked off from Ken Silverman's Build source.
Don't get me wrong. Before adding the entry of
Shaw's Nightmare to MobyGames I did some research, and found out that the game came into existence literally against the odds: Micheal struggled with lack of expertise in coding, against lack of support from others, the few people who'd joined the project all left at some point or other,
but he put the game together and released it nonetheless. And the game is a pretty stable product, never crashed once for me or anything. It's also playable, although not without shortcomings. This is a really impressive feat, and I respect Micheal for that.
However, the game isn't very popular to say the least, right? I was thinking why this is so, and came to the conclusion that it needs a "
unique playing proposition" so to speak, something which makes it stand out and something that the players won't find in other games.
Shaw's Nightmare is very obviously intended to be a
Doom clone. I can't object to that personally, but this immediately places the game into very tight competition with several games and TCs running on the authentic
Doom engine, many of which are free. In this respect, it is not
Shaw's Nightmare's art but level design that could use some improvement. Also I'm not the only person to notice somewhat sluggish controls and slow-paced gameplay, which is quite different from how
Doom feels.
Being a Build engine game certainly makes
Shaw's Nightmare unique. However, this fact does not, and really cannot make it more attractive to players. I admit I haven't played very far into the game, just about five levels, but I haven't noticed many advanced features of the Build engine being used, apart from slopes and an occasional mirror. The levels in Ken Silverman's demo have some more advanced features, like walkways above walkways that imitate room-over-room environments, reflective floors to mimic water, various rotating doors and other objects, flowing water, interactive objects etc. etc. And all of that in what is essentially tech demo.
I don't know, maybe the levels I have not reached indeed contain these or other advanced features. However, the level design generally makes an impression of not being particularly complex, even without considering the enhanced features of the Build engine. I don't want to sound overly critical, but I did not find the levels particularly challenging, or encouraging exploration. Also there are some definite no-no's in level design, like inescapable pits the player may fall into but has no way of getting out save for restarting the game. I quit playing the first time when I got into one right at the beginning of the market fair level.
I need to emphasize again that I would really like
Shaw's Nightmare to become better and more appealing to many players. However I also believe that it needs improvement in several departments. Why don't you open source the game? That would allow experienced coders here to help you with advice if not make some optimizations for you. I'm also hoping the mappers will get interested in the game and create some levels for you. With smoother gameplay and more complex level design any deficiencies in art style or quality will be less jarring.
I would love it if some of the experienced mappers here gave the game a try in their spare time and commented on level design, and possible ways of improving it. Those who don't like playing in DOSBox like me, please don't forget that there's also a Windows port.