welcome
dev diary
demo
webkit
newbie guide
weapons guide
players guide
top tips
 





[ goodies | dev diary | chapter seven ]
#7 Happy New Year! We finally closed the lid on 2002, which had been a terrific behind-the-scenes year for Worms, ending the year feeling very optimistic and genuinely excited about Worms 3D and another, yet to be revealed title (more of that later in the year).
 
Looking back on the year, it seemed like a whirlwind, from the initial design, concept & prototypes through to the signing process where we had a number of top publishers vying for the title in it's very rough, form - there would have probably been a more hectic scramble had we shown them how it would end up!
 
The year ended in typical Team17 fashion, with a ding-dong party up the road at our local pub, with many of the dev team taking turns to assault everyone's ear-lobes on the Karaoke. From Bjorn's very first, truly woeful 'Tainted Love' to Spadge's own rendition of AC/DC's 'Whole Lotta Rosie' - fortunately, none of it was recorded ;) The songs went on until very late - with Towell's and Diamonds' 'Gold!' duet probably stealing the show. After Perudo (our favourite dice game) and a few particularly spirited rounds of '7/8/9' (our favourite drinking game), most of us couldn't remember any of it the next day anyway until the hangover haze diminished.
 
back to work The usual wind-up back to speed started on January 6th as the team resumed work, returning from their two week break refreshed and ready for some very hard work throughout the year - with Milestones on our game coming thick and fast right up until September and hopefully not beyond!
 
A 'Milestone' is a date whereby certain contents of the game have to be complete for all manner of reasons (press builds, show builds, Focus-Testing and so on) - not to mention affording our publisher some sense of comfort and ensuring we get paid!
 
Despite snow falling in two periods of January, the Team17 area pretty much avoided the worst of it, even though the area is renowned for heavy snowfall. Funnily enough, most of the disruption was caused when our PS2 lead programmer's family got Scarlet Fever and we had to have him work from home to save infecting the rest of the company! More disruption has been caused by two of our producers being off for paternity leave (the Worms condoms were obviously out of date). Everyone returned fighting fit - including the plague-stricken programmer and we then thought it safe to remove the red-cross off the door ;)
 
sorting the extras We'd been having conversations about additional sequences in Worms 3D for some time and during January this came to an agreement, which will see quite a few small sequences being used in-between missions and before/after matches, which should all add to the well rounded presentation we plan. These videos will feature in-game style graphics rather than high poly FMV since we wanted everything to be consistent. We're currently still working out these sequences and getting them storyboarded, after discussing them with a variety of video/animation production houses. We would have done them in-house but felt we didn't have enough time or enough people available to give them the attention they deserve - although we've supplied plenty of material (Worm animations, sounds and textures etc) that will be used.
 
Also born in January was a new Worms Song although it's now going through several iterations before it ends up in the recording studio. A story led 'epic' tale of Worm struggle, akin to the 1995 original.
 
in-game progress So enough of outside interests, what's been going on in game? Well, quite a lot as it happens! We've seen the first batch of animals go in (Sheep, Super-Sheep, Pigeon and Mad Cow), we've seen 'Worm Tracking' go in (Worms watch and react to you as you move about), Worm reactions (Worms cower if you stand over them with something like a baseball bat) and we've seen a new cloud system go in, which looks great.
 
The team is still playing around with Water although that's been a case of one step forwards, two steps back during the month as water-rising initially presented some really hairy problems. Add the conclusion of a really great particle system, the much vaunted random landscape editor, lots of mission design and the game is really taking shape.
 
The menu system is also taking shape and we'll possibly do a few grabs of that for the next diary which will also feature an overview on the landscape editor.
 
media progress This month also saw the first real press activity other than the announcement when we signed the game, with 5 screenshots going out. The reaction to the shot we slowly revealed at Xmas (in the form of an advent calendar) was superb and the reaction to the latest batch was even better!
 
We look forward to when we can release videos of the game in the coming months and even more shots!

[ 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.



Pre-signing stage May 2002
 

 


Xmas party
 

 


Particle system
in development
 

 

 

 


Not just Islands you know!
 

 

[ top ]
 
[ terms & privacy ]

© 2002-2010 Team17 Software Limited