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[ goodies | dev diary | chapter one ]
#1 Six years
and counting
It's only fair that a development diary ought to start at the very beginning.
 
For Worms 3D this means hurtling back to a time during Worms 2 development in 1996.
 
Then, Karl Morton (who would be lead code on Worms 2/Armageddon and is sadly no longer with Team17) had begun playing around with a variety of 3D spherical landscapes and the idea was firmly planted about the potential of performing the game in 3D.
 
Whilst we wouldn't start actual code on the final design for a number of years (four, to be precise) Worms 3D was the topic of conversation in the corridors of Team17 for five years prior to its full production-level commencement in January 2002 - and was pretty much designed during 2001.
 
Given the success of the original Worms game, the call for a 3D incarnation was only to be expected, especially given the new found 3D realisation that many console games were experiencing in late 1995 and early 1996. 2D games had become mostly passé and Worms broke the mould in a time dominated by so many look-a-like games.
 
Worms delivered unrivalled playability, clearly demonstrating that whilst graphics were important, we need not disregard quality game play altogether. However, it remained difficult to get new people (and some of the media) excited about our game because they wouldn't look beyond the simple graphics - we were a little tired of people going on about the cut scenes too.
 
the new
generation
Back at Team17 we believed that the game was successful because of the format and the original limitations put upon it when it was developed. For this reason, Worms was set to remain 2D for the immediate future since we felt we'd only really touched the surface with the original (which had only a handful of weapons compared to the Armageddon edition) and we set about creating Worms 2 with any plans for a 3D Worms being put to one side for another year or so, it was something that could wait.
 
The success of Worms 2 in 1997 and the popularity of its FMV funnies again brought calls for the series to enter 3D, with people believing that it was only natural that the game could look like the FMV in real time - although of course this was unrealistic without changing the nature of the game and succumbing to a host of technical constraints given the performance of the hardware & consoles of that era.
 
Worms 3D 'The New Generation' was pursued strongly by Microprose during our brief relationship with them prior to Hasbro acquiring them in 1998. They even gave us a concept document and showed us pictures of how it could look complete with Worms dressed as Elvis who muttered 'it's a one for the money'.
 
Microprose cited the Unreal engine as a way forward and badgered on about it, almost insisting on doing the game themselves as they believed they could, without any firm foundation or understanding of what really made the game. Fortunately they had no rights to do so - and there were also rumours of a 3D game being made elsewhere that strongly resembled Worms.
 
We countered strongly that the game could only ever move to 3D when we could afford unlimited deformable terrain and sculpt the type of landscapes and look that we really wanted to. At the time, this certainly wasn't possible to do and had it gone ahead (as it almost did) then the game would have been pretty poor - a pale shadow of what we wanted.
 
If it had been developed then and survived the development process which we felt unlikely as the new format would have exposed a lot of critical problems, would have been a height mapped, simple and limited 3D game typical of so many games rushed out to "cash in" on the success of predecessors. We definitely didn't want that.
 
first-person
perspective
We also tried another variation, our own Worms FPP, in 1999. This was a real-time, FPP network game potentially using the Quake or Unreal technology, but it only spent a couple of months in the concept stage and it was canned when we realised that for many reasons, it just wasn't going to cut the mustard.
 
With the example set by Lemmings, which failed miserably in its 3D guise, fixed firmly in our minds, we set about re-affirming that we'd only do Worms 3D when we could pull it off how we felt it was meant to be.
 
As a result, Worms 3D as a project was put back in the archives for the time being, only to be re-awakened when the time was right.
 
Worms Armageddon followed after the 2D series was stretched as far as our energy and drive could sustain (after 4.5 solid years on the project, remember) and whilst that was suggested as the last 2D version by the team, we were brought out of retirement to do Worms World Party, another in the 2D series by the lure of console online play for the Dreamcast - a PC version ensued because it also made sense for the Publisher to release it (The Dreamcast market was never strong enough on its own).
 
The announcement and subsequent arrival of the new super-powered consoles in 2000 and 2001 such as PlayStation2, Gamecube and XBox, along with increasingly grunt-worthy PC's heralded a new capability in terms of performance and visualisation. And at last, the time was right, it was time to do Worms 3D...

[ 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.



Microprose 1998
 

 

 


Worms FPP doc 1999
 

 


Phase 1 doc 2000
 

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