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==Development== ''Heretic'' was developed by [[Raven Software]] with assistance by publisher [[id Software]], the latter of which had recently pioneered the [[first-person shooter]] genre with ''[[Wolfenstein 3D]]'' and ''[[Doom (1993 video game)|Doom]]''. Brian Raffel, the game's director and vice-president of Raven at the time, revealed that the developer first came to id's attention with the release of its debut title ''[[Black Crypt]]''. After providing Raven with a modified ''Wolfenstein 3D'' engine for its next project ''[[ShadowCaster]]'' and being impressed by the final result, id requested that Raven develop a medieval-themed/dark fantasy game using a modified version of id's signature [[Doom engine|''Doom'' engine]].<ref name="electronicgames">{{cite magazine | author=Katz, Annie | date=December 1994 | title=Herecy Can Be Fun | url=https://archive.org/details/electronic-games-1994-12/page/132/ | magazine=[[Electronic Games]] | publisher=Decker Publications Inc. | volume=3 | number=3 |page=132 | issn=0730-6687}}</ref> Raffel considered himself and his colleagues as typical ''[[Dungeons & Dragons|D&D]]'' fans and initially drafted the game with [[role-playing game|role-playing]] elements. They then took instruction from id [[programmer]] [[John Carmack]] to simply "do it like ''Doom'', and add the fantasy flavor."<ref name="ign">{{cite web | author=Barnett, Brian | date=October 28, 2020 | title=Raven Software Co-Founder Talks About the Origins of ''Heretic'', the <nowiki>'</nowiki>Medieval ''Doom''<nowiki>'</nowiki> β IGN Unfiltered | url=https://www.ign.com/articles/raven-software-co-founder-talks-origins-heretic-the-medieval-doom-ign-unfiltered?amp=1 | archive-url=https://web.archive.org/web/20201105112925/https://www.ign.com/articles/raven-software-co-founder-talks-origins-heretic-the-medieval-doom-ign-unfiltered?amp=1 | archive-date=November 5, 2020 | publisher=[[IGN]] | accessdate=May 11, 2022}}</ref> ''Heretic'' began development in March 1994 with Ben Gokey as lead programmer and a rough storyline penned by Michael Raymond-Judy that was finalized by the game's publisher.<ref name="electronicgames"/> id designer [[John Romero]] signed on as executive producer.<ref>{{cite web | author=Peel, Jeremy | date=June 9, 2021 | title=How Raven Software became kings of ''COD'' after vanishing from view | url=https://www.pcgamer.com/how-raven-software-became-kings-of-cod-after-vanishing-from-view/ | archive-url=https://web.archive.org/web/20210616130143/https://www.pcgamer.com/how-raven-software-became-kings-of-cod-after-vanishing-from-view/ | archive-date=June 16, 2021 | publisher=[[Future plc]] | work=[[PC Gamer]] | accessdate=May 11, 2022}}</ref> He recalled visiting the team at Raven, bringing them several [[Intel]]-based [[Epson]] [[NeXT]] computers, and teaching them how to use id's tools and engine.<ref>{{cite web | author=[[John Romero|Romero, John]] | date=December 20, 2006 | title=Apple-NeXT Merger Birthday! | url=https://rome.ro/news/2016/2/14/apple-next-merger-birthday | archive-url=https://web.archive.org/web/20220407112739/https://rome.ro/news/2016/2/14/apple-next-merger-birthday | archive-date=April 7, 2022 | publisher=Rome.ro | accessdate=May 11, 2022}}</ref> Major additions to the engine for graphics and gameplay included an expendable inventory system; the ability to look up, look down, and fly; water and wind effects on the player character's movement; and improved audio for both ambient and localized sound.<ref name="electronicgames"/> Assistant programmer [[Chris Rhinehart]] was responsible for adding the flight mechanic, which Raffel described as a "happy accident". The director explained, "Chris came up with the idea of moving the horizon line just up and down. It wasn't a real calculation of flying, it was a [[Kludge#Computer science|hack]]... That was such a big event for us, and that gave us our unique flavor."<ref name="ign"/>
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