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General Discussion

Ben Os
Ben Os
20,008 Points

Doom PC game modding course for learning C development

Some people that want to practice the C language join the Doom modding community. Till today Doom 1-2 and their expansions and spin-offs had hundreds if not thousands of mods.

Such a course could teach C by reviewing the Doom source code, customizing it, and compiling it.

I suggest adding a C development course with an emphasis on developing a Doom 1 mod.

Ben Os
Ben Os
20,008 Points

Tagging Nick Pettit , Jeremy McLain , both teach the course "Game Development with Unity" and might want to share an opinion of the idea to develop such a track dedicated for the C language.

Kevin Elliott
Kevin Elliott
15,653 Points

I would be interested in such a course.

Ben Os
Ben Os
20,008 Points

Thank you Kevin.

Ben Os
Ben Os
20,008 Points

Will also tag other teachers that might find this idea a good one: Alena Holligan , Dave McFarland .

2 Answers

Nick Pettit
STAFF
Nick Pettit
Treehouse Teacher

Hi everyone,

It's unlikely we'll ever do this, for a number of reasons, but here are two big ones:

  • While creating mods can be a good learning exercise, it doesn't always translate to a marketable skill. We're more interested in teaching students how to build games from scratch.
  • Creating mods means working with commercial intellectual property, and in this case the "fair use" line gets pretty blurry. In order to create mods for most games, you need to own a copy to have access to all of the licensed assets like 3D models, sounds, textures, and so forth.

That said, I would still encourage you to create mods on your own if that's something you're passionate about. It can teach you a lot about how AAA games work.

All the best, Nick

Kevin Elliott
Kevin Elliott
15,653 Points

I agree with you, in regards to marketable skills. However, creating games of those size from scratch are very unlikely for even the best of programmers due to the sheer involvement required. I see mods as a potential gateway to:

  1. drum up interest in the topic
  2. see real world effects of modifications and smaller projects in a way that is relevant
  3. get more familiar with how these technologies work in a familiar way.

In other words, I don't see "mod programming" as a track of its own, but a singular course that would fit well within the game development tracks. In fact, it would also be beneficial to teach how to allow for mods in your own games too.

However, I am also coming from a perspective of already being a seasoned developer. I am in the market of Treehouse users who see this platform as an ongoing extended education plan, not as an introduction to a new career. That said, I'm more interested in moderate to advanced courses that address topics that can take my career to a new level. But as with anything of passion, it has to be fun too. Not everything needs to be derived to tangible career growth. I'm certain there are plenty of customers who experiment with certain Tracks simply because it's fun to learn.

Ben Os
Ben Os
20,008 Points

I very much agree with both of you. I think Treehouse does have soom room for courses which emphasis more of the "Fun" with the teaching.... I also don't think that if there be such a thing it must be a unique track; It could well be a small short course or even a WORKSHOP when we change Doom enemy textures in other, change how doors are open, change hitpoints of the DOOMGUY, changing some lighting effects, even all of that in the first level of the game... Given Doom 1 is open source and has such a modding atmosphere, I think it will be the best game for such a course --- If indeed there one.