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[ goodies | dev diary | chapter two ]
#2 Leap of faith I think it's fair to say that Worms World Party (and Armageddon before it) had left the core Worms team very tired and collectively they needed a rest and perhaps break from the series.
 
An awful lot of time, energy and effort had gone into creating what had become a cult gaming series the World over, but the team needed a break, not only to recharge the batteries but to reclaim the energy for the series - it had been a whirlwind five years and we were shot!
 
I think it's important to take a glance at all the various platforms and versions of Worms that had been produced during 1995-2000... you may even feel we needed the break then! If in doubt, check our [ Team17 Softography! ]
 
I guess people wonder how on earth you can tire of working on games at all, never mind on one that burns so brightly, but I guess developers need a varied diet and chances to regain the enthusiasm and drive - and we were approaching a point where it was taking a serious dive. We hadn't lost faith as such, but the endless publishing trap that developers find themselves in when a game is successful had clearly taken its toll on our zestful outlook and it made far better sense to drop all ideas of Worms 3D until we felt fit and ready to really drive it.
 
Whilst diversions in the form of Worms Blast were being created and designed by some fresh new additions to the team, the foundations for Worms 3D began to be laid quietly in the background, despite a couple of 'hiccups' including a first person perspective edition which was dropped after only a short spell when it was clearly obvious that it wasn't going to be a great game (covered briefly in the last chapter).
 
The FPP game was an experiment in real-time 3D Worms but ended up being a little too bland, too much off the beaten track, so to speak. It didn't have the essential Worms goodness and I think that, more than anything showed we did need to take a break.
 
We founded an internal Worms discussion panel where we would discuss ideas and directions to take the game in. We touched upon many things, including a whole steadfast consistent approach to the imagery of the games, expanding the character base and identifying the core elements for other games.
 
In the end we found that the sheer market forces present in the games industry dictated these issues much more than we imagined and despite kicking off cool things like Worms Blast, all pointers were going towards the 'big one', Worms 3D.
 
As we mentioned in the last diary, it was imperative that we get it right and that meant some tremendous technical challenges and acutely crafted design. We had to make a leap of faith and jump into the deep end with eyes wide open!
 
Alaric's prototype During 2000, the first real early prototype was born and the process of creating what eventually became Worms 3D began.
 
It was a very raw prototype written fairly quickly (6-10 weeks) by Alaric Binney (another one who's no longer with us - he was 'Tin Foil Man' pictured) without any artist involvement. It proved a number of things but namely that the basic game framework would work and this was vital to the morale of the design team. The confidence it inspired was a turning point, certainly.
 
The prototype featured rudimentary deformation of the land but was still height map based. It featured rising water, a handful of weapons and basic game mechanics.
 
It was enough to show that what we were planning was feasible, as our design department forged ahead with the game design during 2000 and 2001 whilst other projects were being worked upon. Worms 3D at this time was always a secondary title, not signed to any publisher but being quietly organised.
 
The code was never shown to any publishers (it wouldn't have impressed as it was a pure code-hack prototype) but there was some comfort in our design department whereby people started to believe that not only was it possible to recreate our faithful 2D game in 3D, but it was possible to make it play great.
 
The following words are by John Dennis, Team17's design manager
"From a designer's point of view, it was obvious that there was a commercial requirement for the 'Worms' game to move into three dimensions, but before we could get excited about it, we wanted to know if it would work: the most important thing for us was that it had to play like Worms or it wasn't worth making: nobody wanted to break what was already a great game. To be sure, we had to know the answers to key questions: would it be difficult to judge distance in 3D? How would tunnelling, caverns and destructible landscape work? What about the camera... would we be able to see what was going on? Could the ninja rope work in 3D?
 
Only the construction of a rough and ready prototype would really answer the questions, and allow us to make a fair judgement of whether it'd be a green light or was just a plain bad idea. Working closely with Alaric Binney, a prototype was developed.
 
Alaric quickly knocked us up a deformable landscape on which sat deformable buildings, mines and bridges (the multicolour rainbows you can see on the screenshots). Adding in a simplified version of the game rules, we could pretty much play each other as in a 2D Worms game. When shots landed on buildings, the whole building deformed, and when landscape was damaged, it lowered, creating craters if it moved below the water line. Simple physics allowed worms to be thrown into the air as a result of explosions, and the addition of wind saw bazooka shots being blown off course.
 
The prototype did prove a couple of things: That it was easier than we thought to fire in 3D. That we needed something to hide under: without overhangs, it didn't feel like Worms, and lacked the defensive (darkside) element. That the land and buildings really needed to deform accurately: that meant when we hit a corner of a building, we wanted that corner to be blown up, not for the whole building to deform. That with a more accurately deforming landscape, a more intuitive and intelligent camera would be required.
 
However, the overwhelming success of Alaric's prototype was in giving us the confidence to proceed. We knew we had to work on the landscape and the camera, but we felt pretty confident that the idea could be made to work with more attention to landscape deformation and camera.
"
 
community This tidal wave of optimism and belief spread like a virus, infecting all and sundry. Soon, Worms 3D was on everyone's minds and lips and it was only a matter of time before design and concept work would begin in earnest, with the project out of the shadows and a direct focus for all our attentions.
 
This belief was instrumental and vital to gathering the momentum to drive it forward - it kick-started a new found energy and desire to build a great version of Worms 3D and whilst it's true that these first steps were extremely tentative and cautious, the first step had truly been taken. Who knows, that without these first steps, we wouldn't be where we are today with the game (although, at time going to press) you know nothing of that just yet :)
 
We kept a watchful eye on what the community was up to, with a Half Life Mod and other 3D height mapped variants appearing from time to time. Pictured are JAWC (Just another Worms Clone) from a Finnish Worms fan, and Worms Half-Life from a bunch of French Worms enthusiasts.
 
We even paused to look at a competitors attempt at Worms 3D which used Pigs and no less charm. It was height mapped and borrowed so much it was untrue. But what the hell, it wasn't Worms! We'd show 'em! If anything, that game spurred us on even more, especially when we heard that a sequel had already been commissioned (although this was canned in 2002).
 
Andy's prototype Following that, in true software engineer posturing in the early months of 2002, a new, far improved prototype was produced by Andy Clitheroe who's currently leading the technology.
 
Using our internal libraries he quickly got a far more robust 3D landscape up and going, that featured much more intelligent deformation. It was a real step in the right direction. It had flowing water (fully dynamic, if a little 'expensive'), destruction and was much more impressive than the previous prototype. It was then used as a basis and platform for building initial camera, movement and positioning prototypes so that our design department could test the ideas it had in the growing sheets of documentation (The Worms 3D design was at about 300 pages at this stage). The dynamic water was eventually dropped (it's not in the new stuff either, for good reason!) for performance and games design issues.
 
But, for all that, the prototype was still height mapped and there were still great doubt if what we had could cut it, even if it did look nice, but what the hell, the excitement was back and Worms 3D was conceived for the first time.
 
We thought, we'll, its 3D and it has deformation, and no-one will miss multi-layers, tunnels and the way that stuff played in 2D.
 
...but something really cool was just around the corner..

[ 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.



Alaric Binney
Tin Foil Man
 


Alaric's prototype 2000
 

 

 


John Dennis
'Agent Dennis'
 


JAWC
 


Worms Half-Life
 


Andy Clitheroe
'peeling'
 


Andy's prototype 2001
 

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