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[ goodies | dev diary | chapter eight ]
#8 Shaping up It was a bit inevitable really, given that everything seemed to be going so well (we are too experienced to know that the development cycle never usually runs so smooth!) During early February we faced a fairly testing period and the details of this will be covered in a later diary since we are unable to comment about things at the moment.
 
Fortunately the issues weren't with the Worms 3D project itself and work on the game has continued apace. Obviously this doesn't give too much away so eyes peeled for announcements in future diaries and on the [ Forum ]
 
The game has really been shaping up the last few weeks and is starting to look the business as more weapons, features, incidentals and tweaks are done. We're also fast approaching the stage where some members of the team become 'free' of their scheduled work so that they can spend time implementing extras and making good/fixing stuff for the better. This period of development tends to see the game leap forward in overall quality as the small touches get done - this is vital if the game is going to set the standards we're aiming for.
 
Tweaking
(movement/jumps)
We've been talking recently that the game feels a little too 'rigid' in that there's not enough flexibility in the worm's movement and it perhaps needs to be a little more direct. As a consequence the design team (Kel mainly) has been tweaking the movements and how the jumps work.
 
In Worms 3D, the backward flip has also been changed to a forward flip since this seems to make more sense, but there's still time for this to change as we continue to play around with the mechanics.
 
We're going to add some auto-hopping for some of the little jumps, or at least look to make moving around a little more intuitive as well as potentially put a little give into jumps so that you can move the worm whilst it's in the air, we'll see how that goes.
 
Weapon add-ins The weapons continue to fly in, with Fire-jump, Mad Cow and Old Woman going in. The latter two being fairly spectacular as they are huge when the Worm pulls them out. Andy (Luther) has been busy adding incidental animations when the Worm isn't doing anything with the weapon and some of these look really great - it's something to watch for in the final game. Fire weapons aren't too far away and these will be married with the new particle system soon enough. Some of the earlier weapons have been improved in detail too, these will be noticeable in later shots.
 
Press/Media
Feedback
We've been lucky to have some tremendously positive feedback since the initial batch of shots were released and it appears that most people have been taken aback at how the game looks considering how they thought Worms 3D might look! The release of the mission pictures also surprised a few people since they had got pretty used to the idea of just Islands!!
 
Rope re-design One of the major areas of consideration and re-design has been the rope, which we know is close to many people's hearts. It's very evident that it simply can't work the way it did in 2D, for a lot of reasons, most of which is to do with the camera and what you need to do. We are currently wrapping up on a 2nd generation design which we believe will allow intuitive control in 3D and also be skilful to perform. The new system will feel different but that's absolutely inevitable, but there are other ways to get around now, including the fabulous Jet Pac.
 
FMV We're also planning a series of small movies for the game which we will now produce internally (these were going to be out of house) and you'll have to wait and play the game to see those, but they should be a lot of fun. We hope to keep them short and sharp, with traditional Worms humour - there will be plenty of them too, so they shouldn't repeat too often. We also plan a special gallery where you can view unlocked sequences.
 
Wormsong Bjorn has been busy producing a 5.1 digital surround edition of the Wormsong 03 remix (working title) and we've been busy re-writing the lyrics. There are a [ number of Wormsong threads ] in the Worms 3D section of the forum, so why not have a look and have your say!

[ goodies | dev diary ]
Development Diaries We plan diaries right up until the end of the project and they will appear every week or two, so keep popping back for updates. The great thing about the diary is that so much just isn't written yet!

[ goodies | dev diary | chapter twelve ]
W3D @ E3!
How we spent an intense April and May preparing Worms 3D for industry consumption!

[ goodies | dev diary | chapter eleven ]
Artificial Intelligence
How we are getting the AI Worms putting up a decent fight!

[ goodies | dev diary | chapter ten ]
Tweak-Tastic March!
How the facilities to adjust and balance are beginning to shape Worms 3D as a whole.

[ goodies | dev diary | chapter nine ]
Level design
How the missions are created and the thought that goes into the finished article!

[ goodies | dev diary | chapter eight ]
Shaping up
How the development cycle is progressing towards tweaking stage!

[ goodies | dev diary | chapter seven ]
Happy New Year!
How we saw out the old year and welcomed in the very busy new one.

[ goodies | dev diary | chapter six ]
Sounds like a plan
How Bjorn Lynne got straight down to the business of producing the game audio.

[ goodies | dev diary | chapter five ]
Boggy B Lives!
How we are developing our worm character and bringing it to life.

[ goodies | dev diary | chapter four ]
Art for heart's Sake
How the concept artwork got off the ground and creating the visual look for the game.

[ goodies | dev diary | chapter three ]
Something for the weekend?
How the core deformable landscape technology was created and what it meant for the game.

[ goodies | dev diary | chapter two ]
Leap of faith
How we handled the jump from 2D to 3D via Worms Blast - the bridge to the new game.

[ goodies | dev diary | chapter one ]
Six years and counting
How we kicked off 3D development after waiting until the time was right.

overview The graphics and images shown in the diaries so far don't come anywhere close to where we are currently in terms of visual style.
 
The first few chapters merely serve to bring us 'up to date' to how we got where we are. It's envisaged that we will catch up with current progress by Christmas and the diaries will then mirror recent developments rather than things from the distant past.



Development shots Feb 2003
 

 

 

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