Hexen: Beyond Heretic is a 1995 PC (DOS / Windows) game from Raven Software, catalogued here for 10 defining game mechanics.
PC (DOS / Windows)1995Complexity 42/1003DCult classic
Hexen: Beyond Heretic is a 1995 first-person shooter video game developed by Raven Software and published by id Software for MS-DOS. It is the sequel to 1994's Heretic, and the second game in Raven Software's "Serpent Riders" trilogy, which culminated with Hexen II. (via Wikipedia)
The game mechanics of Hexen: Beyond Heretic
Boss EncounterCombatA single high-health enemy with unique scripted behavior and distinct phases serves as a gated progress challenge.
Real Time Action CombatCombatCombat resolves continuously in real time; player inputs compete directly with enemy behavior each frame.
Weapon SwitchingCombatPlayer carries multiple discrete weapons with different properties; active weapon is selected from inventory.
Ammo ManagementResourceWeapons have finite ammunition tracked separately from weapon ownership; running dry forces behavioral change.
Consumable ItemsResourceItems are permanently destroyed or depleted on use; scarcity creates tension and opportunity cost.
Inventory ManagementResourcePlayer holds a collection of discrete named items with defined slot limits; deciding what to carry is a meaningful choice.
Flag GatingProgressionA boolean or enum stored in global state determines whether an event, path, or interaction is currently available.
Key LockProgressionA specific named item in inventory unlocks a specific named obstacle in a one-to-one correspondence; item is consumed.
Hub WorldWorldA central area gives access to multiple discrete sub-areas; progress in sub-areas may alter the hub state.
Each mechanic links to how to build it in Godot, with the retro games that share it.
Study the source
Open-source engine (GPL-3.0). id Tech 1 source port that runs the original Hexen IWAD; Raven released the Hexen source under the GPL. https://github.com/ZDoom/gzdoom