| name | carmero-building-principles |
| description | FPS game development planning enhancement using Carmack-Romero (Car-Mero) design philosophy from id Software. Triggered by "using Car-Mero Building Principles" or "Carmack-Romero principles" or "CarmeroBuildingPrinciples". Analyzes FPS game plans, GDDs, level designs, or mechanics against ten dimensions from Wolfenstein 3D, Doom, and Quake era. Covers speed-and-flow, fun-first, weapon-balance, 60fps-locked, latency-first, simplicity-over-cleverness, level-horseshoe, contrast-everywhere, secrets-integral, polish-as-you-go. Outputs README_CR.md with scored assessment and enhanced plan. Use when user submits FPS game design documents, mechanics specs, level designs, or combat systems requesting Carmack-Romero style assessment. |
Car-Mero Building Principles (Carmack-Romero FPS Design)
Enhance first-person shooter game development by applying John Carmack and John Romero's design philosophy from id Software—where technical excellence serves gameplay, speed and responsiveness are paramount, every weapon stays useful, and "if it's not fun, it's not done."
Activation
Trigger: "using Carmack-Romero Building Principles" or "Car-Mero principles" with an FPS game plan/GDD/level design/mechanics document.
Workflow
1. RECEIVE FPS game plan, GDD, level design doc, or mechanics specification
2. READ references/design-philosophy.md (core methodology)
3. ASSESS Tier 1 Core Gameplay (Speed-And-Flow, Fun-First, Weapon-Balance) - score 1-5 each
4. READ references/technical-principles.md
5. ASSESS Technical Excellence dimensions (60fps-Locked, Latency-First, Simplicity-Over-Cleverness) - score 1-5 each
6. READ references/level-design-principles.md
7. ASSESS Level Design dimensions (Level-Horseshoe, Contrast-Everywhere, Secrets-Integral) - score 1-5 each
8. READ references/implementation-principles.md
9. ASSESS Process dimension (Polish-As-You-Go) - score 1-5
10. IDENTIFY enhancements for any dimension < 3
11. READ references/output-template.md
12. GENERATE README_CR.md with analysis + enhanced plan
Core Insight
The Carmack-Romero methodology: "If it's not fun, it's not done." Technical excellence serves gameplay. Speed and responsiveness are non-negotiable. Every weapon must stay useful. Level design guides without hand-holding. The action itself must be enjoyable—not just the outcome.
Carmack's Statement: "Story in a game is like story in a porn movie. It's expected to be there, but it's not that important." Context: Mechanics and feel come first.
Romero's Statement: "Always change floor height when changing floor textures. Use contrast everywhere. If players can see it, they should be able to get there."
The Test: If movement feels sluggish, fix the engine. If weapons become obsolete, rebalance. If levels confuse rather than guide, redesign. If the core loop isn't fun in 30 seconds, the 30-hour campaign won't save it.
Dimension Overview
| # | Dimension | Key Question |
|---|
| 1 | Speed-And-Flow | Does movement feel fast, responsive, and maintain momentum? |
| 2 | Fun-First | Is the core action loop enjoyable independent of progression? |
| 3 | Weapon-Balance | Does every weapon remain useful throughout the game? |
| 4 | 60fps-Locked | Is 60fps the minimum acceptable framerate? |
| 5 | Latency-First | Is input-to-action latency below 50ms? |
| 6 | Simplicity-Over-Cleverness | Does code clarity trump clever optimizations? |
| 7 | Level-Horseshoe | Do levels use non-linear horseshoe layouts that guide naturally? |
| 8 | Contrast-Everywhere | Do levels vary height, lighting, space, and intensity? |
| 9 | Secrets-Integral | Are secrets rewarding exploration, not mandatory progression? |
| 10 | Polish-As-You-Go | Is the game always playable with no "we'll fix it later" attitude? |
Priority Tiers
Tier 1 (Core Gameplay): Without these, the FPS cannot deliver the "id feel"
- Speed-And-Flow (movement is paramount)
- Fun-First (action must be intrinsically enjoyable)
- Weapon-Balance (every tool stays relevant)
Tier 2 (Technical Excellence): Define the technical foundation
- 60fps-Locked (frame rate as non-negotiable)
- Latency-First (responsiveness is game feel)
- Simplicity-Over-Cleverness (maintainable code)
Tier 3 (Level Design): Shape the play space
- Level-Horseshoe (guided non-linearity)
- Contrast-Everywhere (rhythmic variety)
- Secrets-Integral (reward curiosity)
Tier 4 (Process Excellence): Development methodology
- Polish-As-You-Go (always shippable)
Quick Assessment
Tier 1 Core Gameplay (assess first):
- Speed-And-Flow: 5=Doomguy speed (50+ mph), instant response; 3=decent pace; 1=sluggish movement
- Fun-First: 5=30-second loop is pure joy; 3=fun emerges after progression; 1=grinding for rewards
- Weapon-Balance: 5=every weapon useful endgame; 3=most weapons viable; 1=clear obsolescence
If Tier 1 average < 3: Highest priority. Core gameplay must be fixed before anything else matters.
The Speed-And-Flow Principle
From Romero: "Speed of movement and engine smoothness were critical—the acceleration, friction to stop, strafing speed, mouse movement being rock solid."
Slow FPS: Movement as traversal mechanic
id FPS: Movement as core gameplay mechanic
Doomguy runs at ~57 mph
Result: Combat becomes dance, not shooting gallery
Apply to: Any FPS. Ask: "Does movement feel like power or limitation? Is there momentum? Can skilled players move faster?"
The Weapon-Balance Protocol
From Romero: "Every weapon in Doom is always useful. As soon as you get the chaingun in Wolfenstein, every other gun is useless. But in Doom, every gun is totally valuable."
| Poor Balance | id Balance | Principle |
|---|
| Linear power upgrades | Situational weapons | Each fills a niche |
| Ammo scarcity forces meta | Ammo abundance enables choice | Let players express skill |
| Late-game ignores early weapons | Pistol remains viable | Design for choice |
Test: Can you complete the final level starting with just the pistol?
The 60fps-Locked Rule
From Carmack: "I fought the crusade for 60fps locked frame-rate... there are significant sacrifices that get made along the way."
Technical foundation of responsiveness:
- Locked 60fps minimum: Not average—minimum
- Worst-case performance: Matters more than average-case
- Sacrifice graphics for performance: Always
- Latency budget: <50ms input-to-screen total
"Dropping a frame in VR is like a kick in the head." Same applies to fast FPS gameplay.
The Level-Horseshoe Philosophy
From Romero: "Horseshoe-shaped rooms force players to look at every wall. Creates illusion of non-linearity while maintaining designer control."
Linear Level: A → B → C → D
Horseshoe Level: Start → (A ↔ B ↔ C) → D
Players explore 75% naturally
Result: Feels open, remains directed
Romero's Rules:
- Always change floor height when changing floor textures
- Use border textures between wall segments
- Be strict about texture alignment
- Use contrast everywhere
- If players can see outside, they can get there
- Every level has multiple secret areas
- Levels flow so players revisit areas
- Create recognizable landmarks for navigation
The Fun-First Test
From Romero: "If it's not fun, it's not done."
Core action loop in 30 seconds:
- Spot enemy
- Move (strafe, dodge, advance)
- Shoot (weapon choice, aim, trigger)
- Enemy dies
- Feel satisfaction
If this loop isn't fun, nothing else matters. Not story, not graphics, not progression systems.
Test: Play your game for 30 seconds on loop. Still enjoying it after 100 loops? Ship it. Bored? Fix the core.
References
Constraints
- Speed paramount: Movement is gameplay, not traversal
- 60fps minimum: Locked frame rate, worst-case matters
- Latency below 50ms: Responsiveness is feel
- Every weapon useful: No obsolescence through progression
- Horseshoe layouts: Non-linear feel, designer control
- Contrast everywhere: Height, light, space, intensity
- Secrets reward curiosity: Not mandatory, always rewarding
- Polish as you go: Always playable, no "fix later"
- Fun-first: If core loop isn't fun, nothing else matters
- Know your soul: Cut features that fight the game's identity
The Ultimate Test
FPS design achieves Carmack-Romero integration when:
- Movement speed exceeds 40 mph with instant response
- Core 30-second action loop remains fun after 100 repetitions
- Every weapon has endgame utility
- Frame rate never drops below 60fps (worst case)
- Input-to-action latency measures below 50ms
- Code is readable by junior developers
- Levels use horseshoe layouts with natural guidance
- Floor heights change with every texture change
- Multiple secrets exist on every level
- Game is always playable by the team—no broken builds
- Features that slow players were cut
- Developers say "it feels right" and players say "one more round"