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BethanyTeam17
29 Jun 2012, 12:30
The first, in a series of five, developer diaries for Worms Revolution can currently be seen over at IGN (http://uk.ign.com/articles/2012/06/29/worms-evolution-dares-to-do-something-different).

This first dev diary sees Lead Designer, Kevin Carthew, talk us through 'The History of Worms'.


Watch the Worms Revolution Dev Diary 1: The History of Worms (http://youtu.be/9ZTtx65Vo9k) video over on YouTube.

Q. When did the Worms war begin?

A. Well Worms initially started as a one-man project, it was conceived by a chap called Andy Davidson, and it was a game that he wrote as a multiplayer title, something that he and his friends could enjoy. He wrote it whilst he was still doing his Maths A level at school. I think it was a bit of an ambition, or a dream, for Andy that one day the game might get published so he took it to a trade show in the UK. Team17 stumbled upon it and signed both Andy and the game up. It came in-house, it was developed, it came out first on the Amiga and it was launched in 1995. The game came out at a time when 3D graphics were popular; you had consoles like the PlayStation coming in to prominence, from some quarters it initially received a little bit of short shrift because it had a simple appearance but it was difficult to argue with the addictive quality of the game and it went on to become a commercial and critical success.

Q. How has Worms changed?

A. Well over the years there’s been quite a few iterations of Worms. The most dramatic change probably came in the mid-2000s when the game made a couple of appearances in 3D. These appearances were solid enough titles but they seemed to have a little bit of a mixed reaction and that was mainly due to the fact that there were natural changes to the gameplay brought about by the game just being in 3D, it lost a little bit of its defensive qualities, some of the strategy suffered a little bit and it became difficult to make shots in 3D and so on and so forth. Following those 3D versions, you’ve got the emergence of digital platforms like the Xbox LIVE Arcade service from Microsoft, Sony PlayStation®Network and the App Store etc. When we launched on these platforms the game went back to its 2D roots and sort of got a new lease of life really, because it was really successful on those platforms.

Q. Can you tell me about your own involvement in the Worms series?

A. To some degree I’ve been involved with every Worms game, almost every Worms game, since 1999. Starting with Worms Armageddon on the PC, I think my first role as a Lead Designer was in 2006 with Worms Open Warfare 2 on the PSP and DS.

http://i45.tinypic.com/a05uc.jpg

Q. So if my maths is right that was 17 years ago and brings us to Worms Revolution. Can you tell us more about Worms Revolution?

A. When we first sat down to think about what we wanted to make in this latest Worms game, our first port of call was to establish some aims – we were very conscious of the history of the brand, where it had come from, the number of games that we’d made before that – and kind of I suppose to a degree we wanted people to take notice of this game, we wanted a version of Worms that was essentially a game that could compete with the other high quality products on those same spaces that we would be releasing. We didn’t want to make just another Worms game, terms like a next gen version of Worms were banded around a lot.

So, we basically established that we would need a new engine, we wanted the 2D gameplay that the series is known for and we needed some new features that would evolve the brand in meaningful ways. The result was really a complete new engine, we didn’t want to use the 2D engine that we’d used in the past because we felt that that might limit what we were able to do and we were also worried that it might end up looking similar to those previous games, which wasn’t what we wanted basically.

http://i45.tinypic.com/24y4qv6.jpg

Q. And how does Worms Revolution fit in with the series?

A. Well creating the game from the ground up, one of the things that we need to consider is none of the things from the old games are ported across; none of that stuff comes across for free. While we’re trying to make something contemporary at the same time it needs to be recognisable, it needs to feel it; it needs to play like Worms – that’s very important to us. We have staff members working on getting the balancing right; they’ve worked on numerous Worms games such as Worms Armageddon in the late 90s. With the new engine we’ve got gorgeous high definition graphics, we get a 3D landscape that thanks to some very clever tech deforms to the same resolution as the 2D games, the game loses none of its defensive strategies with the landscape being in 3D. If anything, we’ve got a host of new features such as different types of worm, physics objects and dynamic water, these increase the game strategy and you get situations in multiplayer games that just flat out can’t happen, don’t happen, in the previous games. Each of these new features as well also allows us to bring something new to single player experience; we can employ these to make more interesting missions, more interesting puzzles.

At the end of the day I hope the end user feels we’ve made something that’s recognisably Worms but has a unique freshness to it.

Scrubber
29 Jun 2012, 18:44
Looking great.

I don't understand what the water is for though. It just seems the same as poison, slowly harming the worm each turn.

SupSuper
30 Jun 2012, 15:58
Looking great.

I don't understand what the water is for though. It just seems the same as poison, slowly harming the worm each turn.
Well it also seems great for pushing worms off ledges and such.

Thurbo
1 Jul 2012, 05:28
By the way, I really like the music in the background and I hope it's one of the soundtracks from Revolution. The farm theme as I'd presume?

BethanyTeam17
2 Jul 2012, 09:31
By the way, I really like the music in the background and I hope it's one of the soundtracks from Revolution. The farm theme as I'd presume?

Yeah, we decided to use the Revolution music for the Dev Diaries.

BethanyTeam17
2 Jul 2012, 11:23
Looking great.

I don't understand what the water is for though. It just seems the same as poison, slowly harming the worm each turn.

Well it also seems great for pushing worms off ledges and such.

Exactly what SupSuper said.

The dynamic water is used in the single player content and it's also great fun in multiplayer as you can push worms around with it. If an enemy worm is stuck in a hole somewhere and you chuck some dynamic water in there, they'll also find it harder to move around and get free. You really want to avoid too many turns stuck in dynamic water as you'll take damage for each turn that you ends with you submerged.

Scrubber
5 Jul 2012, 21:22
Second episode is up.

http://www.youtube.com/watch?v=ioQib4n8-QQ&feature=g-all-u

Loving the physics objects. Things that worms would actually come across like lighters/shells/bottles of water etc.... Brilliant.

BethanyTeam17
6 Jul 2012, 10:01
The second, in a series of five, developer diaries for Worms Revolution can currently be seen over at IGN (http://uk.ign.com/videos/2012/07/05/worms-revolution-dev-diary-2-landscapes-physics-objects-and-dynamic-water).

Here Ian Lindsey, Lead Programmer, talks us through the new 3D landscapes and also the inclusion of dynamic water and physics objects.



Watch the Worms Revolution Dev Diary 2: Landscapes, Physics Objects and Dynamic Water (http://youtu.be/0LHdgu1Wqaw) video over on YouTube.


Q. Worms Revolution looks different yet familiar; can you tell us more about the landscapes?

A. Essentially we wanted to keep the gameplay in 2D like the previous games but we wanted to push the technology so that it was actually all in 3D for the visuals. It’s not up until recently that we’ve had the computing power to have the ability to do this, so in this iteration of the game we have 3D landscapes with the same level of detail as the 2D landscapes that we had previously.

Q. And how are the particle effects different in this game?

A. In Worms Revolution we’ve managed to put together a special smoke rendering system which has allowed us to do a huge amount of smoke in the game. We have had limitations in the past were we’ve not been able to do very much particle effects per explosion, in this game we’ve managed to put together a system where we can have a huge amount of particles and cover the screen with smoke if we need to so we’re not limited anymore.

http://i47.tinypic.com/2daddtw.jpg

Q. In the past there have been objects I’ve had to navigate around; will these be making a return?

A. In Worms Revolution we have a fully featured physics system now in place. In previous games we’ve had static objects on top of the landscape and they’re actually part of the landscape. In Worms Revolution these now move around under physics. In Worms Revolution physics objects can be destroyed and they have extra properties when some of them are destroyed. For example you can have a lighter that explodes, test tubes which expel poison and also water bottles that can blow up and produce water.

http://i49.tinypic.com/2s62alh.jpg

Q. What’s this new water that we are seeing?

A. In Worms Revolution we have a brand new water system which is custom made. It’s very realistic; we include properties such as viscosity, compression and also turbulence. The water in Worms Revolution can push objects around so for chain reactions in this game the water is a very big part of that. The water affects the worms and the push force, everything is dampened under water and it’s very difficult for the worms to move around and even jump out of water. Worms don’t die instantly when they hit dynamic water, but it’s very much like poison they take damage at the end of a turn if they are in water.

Akuryou13
6 Jul 2012, 22:11
You changed the Donkey. Where can I find your headquarters so that I may murder every single one of you?

fireball87
6 Jul 2012, 23:12
You changed the Donkey. Where can I find your headquarters so that I may murder every single one of you?

Yeesh, people don't even do the slightest bit of research before asking questions these days do they?

http://www.team17.com/?page_id=11

They have driving directions and everything...

PooZy
8 Jul 2012, 20:51
Looking good! The water still looks like jelly though.

I think making it more translucent and less blue-tinged will create more realistic looking water

BethanyTeam17
9 Jul 2012, 14:36
For those Italian fans of ours, matteobin has added Italian subtitles onto these dev diaries.

Dev Diary 1: La Storia Di Worms (http://youtu.be/r689JXxQYyE?hd=1)

Dev Diary 2: Paesaggi, fisica degli oggetti ed acqua dinamica (http://youtu.be/e3WO1yo2OAs?hd=1)

BethanyTeam17
12 Jul 2012, 17:15
The third, in a series of five, developer diaries for Worms Revolution can currently be seen over at IGN (http://uk.ign.com/videos/2012/07/12/worms-revolution-dev-diary-3-classes-and-customization).

Here Kelvin Aston, Senior Producer, talks us through the classes and customisation available in Worms™ Revolution.

Watch the Worms Revolution Dev Diary 3: 'Classes and Customisation' (http://www.youtube.com/watch?v=GnxIsQPrbJ8&feature=youtu.be&hd=1) over at YouTube.





Q. So, I’m seeing a lot of different looking worms around, what are these?

A. These are the classes which we’ve introduced into Worms Revolution, we needed to evolve the gameplay some more and we thought why not actually change the core worm itself? We’ve had the same worm for about 15 years so we thought why not make it a bit different? So we’ve changed his actual physical size so we’ve got these various new classes which we’ve got four of, there’s the Scout, the Soldier, the Scientist and the Heavy. We worked with Tom Glückmann on the concept artist stuff, he’s a famous Worms artist, his humour is a bit risqué so we had to vet a lot of his stuff we got but in the end we nailed down some awesome classes and stuff.

Soldier is the first class, he’s the all-rounder, and he’s the worm that you’ll recognise from previous versions of Worms. He walks and jumps just as you expect – he does damage just as you expect it to be. So he’s the default guy who you start with when you start playing Worms Revolution.

Then you’ve got the Scout worm, he’s the little cute fella is the Scout worm. He’s the sort of worm that you trust to look after your cat for a fortnight whilst you went away on holiday to Ossett. He’s very nimble is the Scout and he can also jump a very long way as well. The downside of the nimbleness is that he can take a real kicking by other worms, if the Heavy hits him with a Baseball Bat he’ll go flying, so a bit of a downside of the Scout. But a cool thing with his size is that because he’s so small when he digs a Blow Torch tunnel, they are very, very tiny so the other worms, Scientist, Heavy they can’t get down there so very cool to hide the Scout away down there.

There’s the Scientist worm, he’s the brains behind the brawn. You’ll recognise the Scientist because he’s got a huge, big head that head is full of brains, so we hear, it’s not some kind of cranial dysfunction going on in there. And he’s the support class for the team, at the start of a turn with the Scientist, each worm on that team gets 5 health which is a real bonus and he also does things like the Sentry Guns, Electromagnets which he creates are far more powerful as well so a very good support class to the rest of the team. But the downside is he’s not a frontline fighter, with the Scientist we find, get him dug away somewhere, out of harm’s way, and he’ll support from the back will the Scientist.

Lastly, we’ve got the Heavy worm; he’s the giant looking, mean looking worm from the artwork which is out there. We actually got some local nightclub bouncers in to do some motion-capture so we think he’s a realistic gripper that we’ve got there. With the Heavy worm he’s very slow, he doesn’t go up slopes very well and he can’t jump very far even with the Jet Pack he doesn’t move very well but the flipside of that is that he’s really, really powerful. He can take a punch and he can give a punch back so he’s the sort of class where people who love to fight toe-to-toe in Worms are going to love.

http://i47.tinypic.com/2n7i8te.jpg

Something which we’ve got for Worms Revolution is actual physical damage on the worms themselves. Usually worms can go twelve rounds and they don’t bat an eyelid but now in Worms Revolution they’ve now got black eyes, they can have missing teeth, they can have bandages. It’s funny but at the same time it’s a bit tragic because you realise what these worms are going through, so it does shed a tear to your eye whilst being funny at the same time.

Q. If I want to dress up before war, what customisation elements are available?

A. One of the things we’ve got more of in Worms Revolution is hats, we know people love hats. So we’ve got the usual selection of military style hats like the WW2 Helmet so if you want to dress your worm up military serious style you can do that. As well as the serious ones, we’ve got comedy ones in there such as we’ve got wigs and stuff, particular pop star wigs were once they are on a worm I do find it pretty hot actually, so a bit of something there for everyone. As well as the hats we’ve got new gravestones and we’ve also got new victory dances, forts and other things. Something which we revamped for Revolution is the speechbank system before we had one sample, pretty much, for each one action in the game but now, because you can get sick of hearing the same sample again and again, after fifteen years of hearing a worm saying ‘Look at that’ it’s kind of got to us a bit, so we’ve fixed that problem. Now we’ve got the bucket system in place, were there’s multiple samples for each one action in the game so you never get bored of the worm saying the same thing over and over again and we’re very proud of the bucket system as well.

http://i45.tinypic.com/34ooxty.jpg

Also for Worms Revolution we’ve got Trinkets now as a customisable option where the worm takes these into battle, they don’t really bring to the gameplay as such, they’re just things that worms get out and play with whilst they are bored. For example a worm can get out a particular hand held console device – actually no it can’t, for legal reasons we took that out the game so now it gets out a Teddy Bear, it gets out a Football and it will play with these whilst the actions going on waiting for its own turn so they don’t actually bring anything to the party, they just look funny whilst worms are playing with them.

MRSAMPLE
13 Jul 2012, 00:19
I'm very exited for the game, everything seems good so far, but ... where are my skin colours :( , I was hoping for the same amount as reloaded plus some weird ones like green or something.

Squirminator2k
13 Jul 2012, 07:12
Worms_PRO. if you're going to spam every single thread on the Worms Revolution board with every minor thought that drifts through the vast expanse of your skull, you may want to keep them at least slightly consistent. Not one week ago you were lambasting Team17's failure to include any of the original forts, graves and hats. Now you're saying you don't want to end up using "the same ol [sic] things again."

Here's a thought - rather than injecting every half-considered notion that manifests inside that big melon of yours, why don't you wait until you've got something a little more concrete to form an opinion on, such as a demo or - dare I dream? - the finished game itself. I've seen you get slightly stroppy over a bunch of very, very minor stuff in a couple of threads tonight (forwards-backflipping annoys you to the point that you felt the need to vocalize your distress on the internet), and frankly it's doing my nut in.

BethanyTeam17
13 Jul 2012, 09:42
Also on the indoor landscape's do I really see like border's around them? Kinda look's distracting a bit. Dunno If I like that.
There are landscape borders on the cavern levels. These are themed to the landscape environment, you can see these better in the concept images (http://forum.team17.co.uk/showthread.php?t=56561) I shared previously.

They're not distracting at all and don't interfere with the gameplay :)

BethanyTeam17
13 Jul 2012, 13:40
Matteobin has kindly added Italian subtitles to our third dev diary. You can see it here (http://youtu.be/rFVZApX6j4k?hd=1).

Scrubber
13 Jul 2012, 18:50
Loving the customisation! As always.

Thurbo
13 Jul 2012, 21:39
So the game's art style is entirely based on Tom Glückmann's art design, yes? Also including themes and those background animals.

Edit - forgot to ask, the forts look like isolated 3D models with own textures to me. Is that true? Would be pretty awesome!

SASHA_WRX
14 Jul 2012, 12:36
Beth, what about DLC for Worms: Revolution? It adds more weapons and landscape themes, right? Which weapons? :rolleyes: And what about announcement of DLC?

Thanks.

Thurbo
14 Jul 2012, 15:19
What does that supposed to mean?

It isn't gonna be side to side forts or something diff?

I hope they keep forts the way it is now like Worms 2 Armageddon XBLA and leave out the crate drops because it's so easy if you pick-up a bunker buster, super sheep, or bananna bomb! Tick's me off trying to win a game and then the worm gods help the other player only to win with crates.

So far I have been assuming the forts are only different shaped masses of standard landscape, but judging from the diary film it looks like they got their own textures and perhaps even special models, seeing those doors inside of them... wait a second, do those serve as teleporters, by any chance?

PooZy
14 Jul 2012, 16:21
What does that supposed to mean?

It isn't gonna be side to side forts or something diff?

I hope they keep forts the way it is now like Worms 2 Armageddon XBLA and leave out the crate drops because it's so easy if you pick-up a bunker buster, super sheep, or bananna bomb! Tick's me off trying to win a game and then the worm gods help the other player only to win with crates.

They could make a bit like the destruction mode in worms 4 mayhem, an island between the forts is the only place crates can fall.

BethanyTeam17
16 Jul 2012, 11:16
forgot to ask, the forts look like isolated 3D models with own textures to me. Is that true? Would be pretty awesome!

You'll see more of the forts soon :) I'll discuss them properly then.

SASHA_WRX
19 Jul 2012, 14:32
Good morning Dev Dairy's! From the US.

Hope to see some more good footage and information today! :)

Yes, me too;) I hope to see something awesome today.

SASHA_WRX
19 Jul 2012, 14:54
I waiting for video with some rope and Jet Pack action and showing off Flamethrower. :rolleyes:

PooZy
19 Jul 2012, 16:14
Hyped for the fourth diary :3

BethanyTeam17
19 Jul 2012, 16:36
It shouldn't be much longer now. It's great to see people ready and waiting for it :)

BethanyTeam17
19 Jul 2012, 17:16
The penultimate developer diary for Worms Revolution can currently be seen over at IGN (http://uk.ign.com/videos/2012/07/19/worms-revolution-dev-diary-4-game-modes).

Here Senior Designer, Mark Dimond, talks us through the different game modes available in Worms™ Revolution.


Q. Tell me about the Single Player mode.

A. Well there’s hours and hours of content in Single Player mode, and it’s divided into two separate components. We’ve got the Campaign mode and the Puzzle mode. The Campaign mode is probably a good place for people to start if they are unfamiliar with Worms games or maybe they are experienced players and they just want to see the new features we’ve implemented such as the worms classes, physics objects or dynamic water.

There’s 32 missions altogether and that’s spread out over the four different themes. We’ll start you off gently, there are the training missions to get you going and then by the end of it we’ve really upped the ante, and if you’re not an experienced Worms player by the time you get to mission 32 then you never will be!

http://i46.tinypic.com/axiesh.jpg

Then we’ve got the Puzzle mode. Now the Puzzle mode, it’s more about challenges, its missions with a certain objective. Now that objective could be to get a vital worm that’s on the enemy team, or it could be to collect a crate. But you’ve only got certain items and certain ways to achieve that goal. This is a real strategic side of Worms games, it’s going to be a head-scratcher and I think it’s really going to excite people when they get to finish one of the puzzles. There are 20 of those in total so there’s plenty there to keep people going.

Q. Let’s get down to the nitty-gritty, how can I beat my friends?

A. Well there’s a couple of ways you can play against your friends with Worms Revolution. There’s local play and online play. Local play is the social side of Worms really, that’s where you get three of your mates round to your house, all four of you sit on the sofa and you can either grab four pads or you can get one pad and pass it round. And you can enjoy the banter and the fun that goes with playing Worms with people in the room with you. There’s nothing better in local play than seeing the expression on your mates’ faces as you drop their last worm into the water.

http://i46.tinypic.com/258c6ex.jpg

In online mode you can set up a lobby yourself and you can tailor it to whatever settings you like, then you can invite people or wait for it to fill up and you can basically take on the best players in the world really. This is where you’re going to have had to improved your skills because there’s some great Worms players out there. Or if you don’t really want to mess about setting up a lobby yourself you can always join one of the lobbies that will be out there, do a search, dive in and once again see how good you really are when you are up against the best players in the world.

So, you can play it at home, you can play it online, but either way you’re going to have a great game.

Q. What modes are available to play?

A. Well we’ve got three modes that you can choose from to play. We’ve got the Deathmatch mode, the Forts mode and the Classic mode. Deathmatch mode is probably the bread and butter mode really in Worms Revolution, it’s the one that most people will be familiar with and maybe the mode that people will play first. With this you can set up a game with three other players or three AI combatants if you wish, and you can set up your scheme settings and basically you’re straight into a match. You are going to be able to use the physics objects, the dynamic water and make use of the classes and it’s a case of the last worm standing.

Secondly, we’ve got the Forts mode like I mentioned. Now the Forts mode is probably my favourite mode. What we’ve got there is similar to Deathmatch mode in fact but the landscape is set into two separate forts, one either side with a body of water in between. Now this means that you’ve got to use a little bit more strategy here because you can’t get directly to the opposing teams. So, you might want to use height to your advantage and try and get shots down from above, or you might want to bunker down and maybe do hit-and-run; darkside tactics essentially. Either way, I think Forts mode is going to be the one that people get the most fun out of, especially me, aside from the fact it looks beautiful as well, and I think it’s one of the most beautiful landscapes we’ve created.

Lastly, we’ve got the Classic mode. Now the Classic mode is for the Worms purists, it’s for people who have played Worms before and maybe want to experience that same kind of game. They don’t want to have the dynamic water, they don’t want to have to mess about with worm classes and maybe they don’t want the random nature that a physics object might include in the map. So that’s all removed and they can get on with playing Worms, classically, as it was originally intended. So there’s something for everyone really in all the game modes.

SASHA_WRX
19 Jul 2012, 17:28
Finally! :)

Here is only 3 game modes in Multiplayer?

Thanks.

BethanyTeam17
19 Jul 2012, 17:31
Finally! :)

Here is only 3 game modes in Multiplayer?

Thanks.

Yes, there's the usual Deathmatch mode, Forts mode and then the Classic mode which removes all of Worms™ Revolution's cool new features if you decide they don't float your boat :)

But obviously within those three game modes you're able to create your own schemes or use any of the variety of the existing schemes. And you can play around with the match settings.

SASHA_WRX
19 Jul 2012, 17:38
Yes, there's the usual Deathmatch mode, Forts mode and then the Classic mode which removes all of Worms™ Revolution's cool new features if you decide they don't float your boat :)

But obviously within those three game modes you're able to create your own schemes or use any of the variety of the existing schemes. And you can play around with the match settings.

Nice. :) Oh, and one more question: Worms Revolution includes landscape editor or random landscape generator Reloaded-like style?

StepS
20 Jul 2012, 11:15
Yes, there's the usual Deathmatch mode, Forts mode and then the Classic mode which removes all of Worms™ Revolution's cool new features if you decide they don't float your boat :)

What about Racing? :(

Thurbo
20 Jul 2012, 13:17
What about Racing? :(

Deathmatch -> infinite ropes -> success

StepS
20 Jul 2012, 13:38
Deathmatch -> infinite ropes -> success

well, there isn't gonna be random RR maps as well as the specialized finish lines

Thurbo
20 Jul 2012, 13:47
well, there isn't gonna be random RR maps as well as the specialized finish lines

I thought you didn't need these in Armageddon

Thurbo
20 Jul 2012, 17:57
Edit: Will miss having crazy crates

May I ask who told you a scheme like CC wouldn't be possible in Revolution?

Shadowmoon
20 Jul 2012, 18:55
No crazy crates? niiiccceee.

Thurbo
20 Jul 2012, 19:19
Well they've said the only gametypes will be "Deathmatch", "Forts", and "Classic" so there isn't no Standard, Pro, Crazy Crates, and Beginner. lol

There are "gametypes", and there are "schemes".

Crazy Crates is normal deathmatch with crate drops set to max and several crate drops per turn activated in the scheme settings. Even in case CC won't be included by default you could (expectedly) always create that scheme yourself.

Disagree. Love CC's.

I'm fairly sure he was being sarcastic.

I could be wrong though. For some reason I always am when it comes to use of sarcastic terms :(

Shadowmoon
20 Jul 2012, 21:41
I'm fairly sure he was being sarcastic.
(

Yup.

Used to play Crazy Crates all the time in Worms 2 Armageddon.

And yes, you may very well be able to create the scheme yourself, but why in the hell take it out in the first place?

Akuryou13
20 Jul 2012, 23:27
....guys..... You do realize that the game modes you're complaining about not having included weren't included in Worms: Armageddon, either, right?

I mention that specifically because those game types were INVENTED in W:A despite their not being included in the original packaged game....

Thurbo
21 Jul 2012, 20:14
What on Earth are you all talking about? They never revealed the default schemes, only the game modes. They never said they removed CC from the default schemes list, and even if they did, you'd most likely be able to create it yourself.

So... yeah. Lots of confusion here it seens. Try to understand there is a difference between the three basic game modes shown in the video... and "schemes", in the first place.

'HHC
21 Jul 2012, 22:58
Looks good, but I don't like what T17 did to the forts :(

They were fun in W:R because the forts were easy. You could easily shoot 1 or 2 off at the start and with some skill you could also kill the rest. In these new complicated forts it will mostly be a matter of who can dig through the enemy fort fastest :( Just too easy to hide in there :( => long, uninteresting games.

Akuryou13
21 Jul 2012, 23:18
Looks good, but I don't like what T17 did to the forts :(

They were fun in W:R because the forts were easy. You could easily shoot 1 or 2 off at the start and with some skill you could also kill the rest. In these new complicated forts it will mostly be a matter of who can dig through the enemy fort fastest :( Just too easy to hide in there :( => long, uninteresting games.yes, because clearly every fort is going to be exactly like the one shown in the video, and once a developer has shown a quick snippet there is no room for further development, as it it from that moment forward carved in immovable stone

PooZy
22 Jul 2012, 09:38
Looks good, but I don't like what T17 did to the forts :(

They were fun in W:R because the forts were easy. You could easily shoot 1 or 2 off at the start and with some skill you could also kill the rest. In these new complicated forts it will mostly be a matter of who can dig through the enemy fort fastest :( Just too easy to hide in there :( => long, uninteresting games.

I like it actually. I'd rather you had a chance to position all your worms before they got killed.

Anyway you could probably throw a grenade and get it to roll around inside to hurt worms if a bazooka cannot reach them, and even if that gets too difficult you can cross the forts and 'invade'.

'HHC
22 Jul 2012, 13:55
yes, because clearly every fort is going to be exactly like the one shown in the video, and once a developer has shown a quick snippet there is no room for further development, as it it from that moment forward carved in immovable stone

1) Even if all the other forts are completely different.. players are gonna pick this one cause it's 10x better than an average W:R fort.
2) Unless they totally kill that fort and make only ones that resemble W:R.. you're right. Otherwise, you're just being an ill-spirited troll.

@Poozy, I don't know. It seems like trying a nade can be a pretty risky gamble. Every shot you attempt is 1 less zook on the front wall. That's gonna haunt you if your opponent doesn't risk these nice shots.

Thurbo
22 Jul 2012, 14:35
Forts always ends up in long matches, even with the forts from W:R, as once someone's down to 2 or 1 worm they'd better start hiding.

franpa
22 Jul 2012, 17:49
1) Even if all the other forts are completely different.. players are gonna pick this one cause it's 10x better than an average W:R fort.
2) Unless they totally kill that fort and make only ones that resemble W:R.. you're right. Otherwise, you're just being an ill-spirited troll.

@Poozy, I don't know. It seems like trying a nade can be a pretty risky gamble. Every shot you attempt is 1 less zook on the front wall. That's gonna haunt you if your opponent doesn't risk these nice shots.

The W:Reloaded forts are terrible. Everything being exposed was stupid.

PooZy
22 Jul 2012, 19:25
1) Even if all the other forts are completely different.. players are gonna pick this one cause it's 10x better than an average W:R fort.
2) Unless they totally kill that fort and make only ones that resemble W:R.. you're right. Otherwise, you're just being an ill-spirited troll.

@Poozy, I don't know. It seems like trying a nade can be a pretty risky gamble. Every shot you attempt is 1 less zook on the front wall. That's gonna haunt you if your opponent doesn't risk these nice shots.

Risk-reward, as long as you don't throw a complete bummer then it will still damage the fort just as much as a zook.

KRD
23 Jul 2012, 03:09
Risk-reward, as long as you don't throw a complete bummer then it will still damage the fort just as much as a zook.

That's what he's saying, though. People who have been playing Worms games for 10+ years know for a fact that the risk is never worth it. While a grenade that stops moving completely before exploding might damage the enemy fort just as much as a bazooka, that's never going to allow anywhere near the same range of shot placement and precision that straight zooks aimed directly at the fort do. Not to mention having a giant hole in the middle of your fort is a lot easier to deal with than not having anything protecting you from the front (where you can make the most effective shots from). On top of that, you risk your grenades running out of fuse and not exploding on impact with terrain, damaging it less.

Fat Fort maps killed the scheme almost completely on Worms Armageddon and some of us are still butthurt over it. :o

BethanyTeam17
23 Jul 2012, 15:56
I'm now feeling alittle disappointed that the forts mode might not be as fun as the forts we have now on armageddon xbla.

I like the simple nice art design's. Even get garnade baskets with the smaller forts armageddon compared to the revolution forts.

Hope i'm wrong and it is a great game mode.

Edit: Well everyone saying negative things that's maybe why im feeling this way guess new will be good! :)

I don't particularly think that people are being overally negative. There's been some confusion between game modes and game settings but that's all. Everything else is just a discussion over the changes to the forts in Worms Revolution.

I really don't think you should be feeling disappointed, wait until you play it first! You were really excited the other day haha :)

Wakka_NL
25 Jul 2012, 12:26
http://www.computerandvideogames.com/359464/worms-revolution-release-date-is-october-10/

MrPanic
25 Jul 2012, 17:00
That was the date they were aiming for. You should always be wary of delays since those kind of dates are usually made up in the thought that everything goes right, and that's usually not the case when dealing with games.

Scrubber
25 Jul 2012, 19:00
Was hoping for a September Launch but as long as it's this year i'm good.

uncomn
25 Jul 2012, 19:54
thats fifa week isnt it only one week worse than that to release it on.. not me but wont lots just miss it all together? &the idea was to attract more, gotta say tho releases is not my expertEz gaps for months puzzle me then loads of biggies at once when really people play all year when was the last time you seen a kid out kicking a ball in this day&age lol

Thurbo
25 Jul 2012, 20:52
Release date October 10...?

Everyone said and the developer said end of September. WTF :mad:

waddafaq 'tis so terrible i can no wait 10 moar days than suggested

coz its gunna kill me itellya

PooZy
26 Jul 2012, 14:57
Is there a new diary coming out today? :3

BethanyTeam17
26 Jul 2012, 15:13
It'll be here in about 2 hours I believe :)

BethanyTeam17
26 Jul 2012, 17:10
The final developer diary is now available over at IGN (http://www.ign.com/videos/2012/07/26/worms-revolution-dev-diary-5-weapons-and-gameplay-tips)! Thanks to everyone who has been following this series of videos, we hope you've enjoyed them.

In this final dev diary Lead QA, Daniel Martin talks us through some of the weapons available in Worms™ Revolution and shares his gameplay tips.

Watch the final dev diary over on YouTube (http://youtu.be/qEww33D0liE?hd=1).

Q. What classic weapons can I battle with?

A. Classic weapons we’ve still got the Concrete Donkey, the Holy Hand Grenade, your AirStrikes, the Old Woman and of course the Sheep, so fans shouldn’t feel worried that we’ve left out the classics for some of the newer weapons we’re adding into Revolution.

http://i47.tinypic.com/ym29x.jpg

Q. I heard there’s going to be some new weapons available in the panel; can you tell me more about these?

A. Yes we’ve got new water based weapons. So we’ve got the Water Bomb, the Water Pistol and the Water Strike. So these can be used to a good advantage, for example you can now drown enemy worms in dynamic water, so if you’re there in a crater you can chuck a Water Bomb in there and they’ll gradually lose health over time. You can also use it to push your enemy worms into different positions or even push them into the base water which is good fun. But you can counter this with the Plug Hole so if you find yourself in the dynamic water you can place a Plug Hole and drain the water away and then you are free to go on your way. We’ve also got the physics objects, so because of this we’ve added the utilities of the UFO and Telekinesis which will allow you to pick up the physics objects, move them around the landscape and put them into a more advantageous position for yourself. Because these will emit things like water, fire and poison which again, if you explode them they can help you kill off your enemies. We’ve also got the Stick Up which allows you to steal weapons from your opponents and the Wrench which will allow you to repair your Sentry Guns or Physics Objects should they get damaged.

Q. What’s your favourite weapon of choice?

A. I’ve got a couple. I’ve got the Concrete Donkey which is an old school weapon which causes a lot of carnage and is great fun to use.

http://i48.tinypic.com/16krxuu.jpg

And we’ve added a new weapon which is the BoggyB which is like having a secret 5th worm in your team, so if you select him he’ll drop down from a helicopter and throw a grenade at your opponents which causes a lot of damage as well and is great fun to use.

Q. Do you have any gameplay tips?

A. Yes, because of the new physics objects that we’ve added it’s use these wisely. If you put them in the right area you can use them to push your worms into different areas or create extra damage so using these in the right way will definitely help you. And with the new class system we’ve added, use these again, think about how your shot is going to play out because if you swap your worms around like two of the classes like a Heavy and Scout, you can find this will benefit you and you might end up winning the match from the simple swap of the classes which is a useful effect to use.

raffie
26 Jul 2012, 17:30
Never knew it was pronounced 'Werms' ;)

SASHA_WRX
26 Jul 2012, 18:39
Hmm... Telekinesis works like UFO. WTF, clone?

Thanks for new information.

'HHC
26 Jul 2012, 19:17
I really like them objects. Never thought about being able to use them as girders and what not :)

There will be a lot of new things to learn and think about, good job on (finally) bringing a really innovative worms-game onto the markets.


Btw, next time you're letting T17 staff talk about their product... put an icecube down their pants, that'll spice things up a lil ;)

BethanyTeam17
26 Jul 2012, 19:28
Hmm... Telekinesis works like UFO. WTF, clone?

Thanks for new information.

Telekinesis has a limited range whereas UFO can be called in anywhere on the map.

I really like them objects. Never thought about being able to use them as girders and what not :)

There will be a lot of new things to learn and think about, good job on (finally) bringing a really innovative worms-game onto the markets.

Btw, next time you're letting T17 staff talk about their product... put an icecube down their pants, that'll spice things up a lil ;)

Yeah, the physics objects have great variety to them. They can poison your worms, spew water or fire out and if they're dropped on a worm from height they can do damage that way too :) Or you can use them as bridges etc... I think they're a great addition.

Haha I think all the guys involved did an ace job on the day of filming, we had a lot of cameras pointing at them, it felt like a music video! It's good to get some faces out there for you of who our guys are though I think :)

SASHA_WRX
26 Jul 2012, 19:35
Telekinesis has a limited range whereas UFO can be called in anywhere on the map.

So, if I right, UFO is better than of Telekinesis and more rare? :)

Beth, can you tell more about Flamethrower? It works like in Worms Armageddon? :rolleyes:

uncomn
26 Jul 2012, 22:16
beth please tell me invisibilty is still included

Knarls
27 Jul 2012, 12:40
@Beth: Can you confirm Playstation 3 release date for Europe is the 10th October on the EU Playstationstore?

Scrubber
27 Jul 2012, 12:41
Last one? I want moar!

BethanyTeam17
27 Jul 2012, 13:56
Last one? I want moar!

Unfortunately! There'll be more coming everyone's way but that's the end of the dev diaries.

Shadowmoon
27 Jul 2012, 14:02
Loving the look of the new weapons, good to see a bit more variety of weapons in this title compared to the past titles.

Hadw
28 Jul 2012, 13:40
Where Lan?

franpa
29 Jul 2012, 11:50
Where's the years and years of support Team17 mentioned for Worms: Reloaded? :/

Thurbo
29 Jul 2012, 14:12
Where's the years and years of support Team17 mentioned for Worms: Reloaded? :/

Wait, did they state it's no longer supported?

Squirminator2k
30 Jul 2012, 00:36
Well now since the dev dairy's are done with.

Could we get more information sooner instead of every week. Please

Some of them were just short and nothing new (some) of them.

Hoping for more online gameplay features! :)

"Now that the regular content has stopped, can we get more regular content more regularly?"

Thurbo
31 Jul 2012, 00:03
What's going on with the undocumented deletion of posts? I'm trying to keep up with these threads and this makes it somewhat hard, obviously.

thomasp
31 Jul 2012, 08:16
What's going on with the undocumented deletion of posts? I'm trying to keep up with these threads and this makes it somewhat hard, obviously.
Seriously off topic posts get deleted, as they always do. Deleted posts have never been "documented", as that sort of defeats the point of deleting them.

Thurbo
31 Jul 2012, 15:33
Well, something like leaving the post number and the message "this post has been deleted" could do and leave me not as genuinely confused... and I'm sure the posts that were deleted, from this thread at least, weren't that off-topic at all.

SupSuper
31 Jul 2012, 17:15
Well, something like leaving the post number and the message "this post has been deleted" could do and leave me not as genuinely confused... and I'm sure the posts that were deleted, from this thread at least, weren't that off-topic at all.See this is the exact problem, if you leave any mark you just incite more off-topic with "wait why are there posts deleted???" "i wanna see them anyways!!" "my post was totally worth it and here's a million-billion reasons" etc etc. :p

thomasp
31 Jul 2012, 18:11
No notification will be provided of removed posts, because that creates too much work for the moderators and for the reasons SupSuper mentioned above.

And on that note, there will be no further discussion about this in this thread. Any posts on the topic of post deletion will be removed and infractions issued. Same goes for any posts which are off topic.

WORMSREVO
1 Aug 2012, 12:40
is the revolution BETA coming out on psn? desparate to know, dont want to miss a milisecond of it!!!!!!!!!!!! :D

BethanyTeam17
2 Aug 2012, 11:00
is the revolution BETA coming out on psn? desparate to know, dont want to miss a milisecond of it!!!!!!!!!!!! :D

Sorry, the beta was PC only.