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:: the team ::

[ about | the team | Martyn Brown ]

 
Producer
 
Producer of all things pink, mean and incredibly funny.
 
Were you surprised by the success of the original Worms?
Of course, we were staggered... We were even more surprised at the longevity of its popularity, it really caught on, but we did spend ages telling absolutely everyone we knew that it was an absolutely great game to play! At the end of the day, whether you believe in the game or not, you can't make people go out and buy the game in their thousands, but they did and they let us know about it!
 
What are the major technical changes in the sequel?
The vast major technical change is that it is a complete and total re-write from the bottom up specifically for the PC platform and today's requirements (i.e. Pentium based Win95 machine). The whole visual system has been revamped and upgraded; now the game boasts high-resolution, 10,000+ animation frames for the sprites. So much has been done to the game engine to create the smooth, fluid moving display (running via DirectX). In every department, Worms 2 is technically far advanced on the original, including audio, visual, game-interface, play-interface, worm-interaction, network/internet play...you name it. All of these huge technical leaps have been made without any sacrifice or compromise to the gameplay, which was the only way to go.
 
Why did you feel the need to change it?
We felt that in certain quarters, the game was rightly criticised for its lack of visual prowess, particularly in America, where it was easy to dismiss the game because of the somewhat crude graphics. What we've done with the sequel is to make the visuals as attractive and interesting as possible, whilst retaining all aspects of what made the original game so great. We listened very closely to everyone's comments on the first game and on the visual side in particular. Of course everyone doesn't really consider technical implications when they are suggesting so many things, but the No1 priority were detailed, fluid moving characters in a higher resolution. This was not easy to achieve and to be honest, most players will just take it for granted when they are playing, but that just means they don't notice any bad animation or frames 'snapping' - and that means we've accomplished what we set out to do.
 
What are the major differences between Worms and Worms 2?
Besides the vast upgrade in audio-visuals, a lot of work has been done on making the game more approachable. It was difficult to get into before and people really had to persevere. This time the game interface, controls and suchlike are much more comfortable, a by-product of being PC lead rather than console lead. We've also added a substantial array of new weapons and features, which are being added constantly and will do, right up until final beta in September. A lot of work was spent doing structure-based weapons and tools, so that we can add lots of new stuff very quickly. There's lots of new weapons and side-effects/features, drowning, swimming, dynamic water effects, easy internet play, 6 player mode, option-sets, much improved CPU players, improved 1 player missions. Basically it's bigger - better - more, following on directly from the thousands of feedback emails we received from the first game, the over-riding feeling to add/improve rather than destroy or take-away. We have attempted to give Worms 1 players the game they wanted and also open up the sequel to a whole army of new players through the vastly improved engine. The amount of suggestions for weapons has been incredible and we've put as many in as possible - but a lot of them remain tucked away in crates, meaning people will be discovering new weapons for weeks.
 
How long has Worms 2 been in development?
Since about April/May 96. We took a bit of a break after doing the first game because we were all basically worn-out and just needed to think about things a while. We knew essentially what had to be done, especially after the first wave of feedback and the visual side started. The imagery of the Worms themselves took a little longer and it wasn't until about November/December that we had more or less decided what the Worms would look like and how they would animate, development then started in earnest.
 
What's the biggest problem you've faced so far?
The biggest problems we've faced so far are as follows;
 
Worm Design - We struggled to come up with a character that would work in terms of exactly what we wanted to do with it, in that we needed a character that was both charismatic and detailed and also cartoon-like, was extremely well animated and conveyed the Worms image. With worms not having hands and stuff, it was tricky until we felt we had a universally accepted design. Dan worked wonders and the characters really work well in the game, so much so that users just take for granted the thousands of frames being used on the fly to generate the action!
 
New ideas implementation - At the start of the project we had a huge list of really cool ideas for the game, especially based around weapons, interactive objects, additional things the worms would do/could do, etc. As a lot of these were tried, we found out that a lot of the time, the ideas didn't really gel or felt out of place, so a lot of it was dropped and re-thought out. A good example are interactive objects, such as boulders that could be dislodged and moved around the landscape, they just didn't work well in the game and were removed. Another newbie was 'dynamic water' where we could generate an object full of live 'water' (either in an object) or as a pool, whatever. When dislodged, this would ebb, flow and settle on the landscape either carrying worms with it, or draining into the ocean. At the moment the code is quite slow, as it hasn't been optimised fully. Until we are confident that it works well rather than an excuse for a 'new feature' we aren't including it. As a by-product, a whole set of animations for Worms swimming has been done, including all things like breathing/bubbles and splashes etc. The idea all depends on the technical compromises that have to be made as animating water in real time like that takes a lot of processing time. The water is good because it also effects weapons, so a dynamite thrown into a pool that a worm is in, extinguishes, but (e.g.) a Sodium bomb would explode violently.
 
Other than technicalities with the visual side and Direct X/Networking, there have been few headaches other than us considering what goes in and what goes out. The original plan was to implement all the new engine and animation/audio interface and get the game up and running and feeling 'right', then add to the structures we had built.
 

 
[ about | the team ]
Team17 would like to extend their thanks to all who played a big part in Worms2 and the success of the original game, not least the thousands that gave us much valued feedback on our web-site.
 
Producer [ Martyn Brown ]
 
Development Craig Jones
Paul Kilburn
Paul Sharp
Espen Lyngaas
David Watson
 
Artists [ Danny Cartwright ]
Animation, Graphic Design & Additional Background Art
[ Rico Holmes ]
Lead Background Artist
[ Cris Blyth ]
Video Sequence Design, Animation & Production
[ Rory Little ]
Modelling Support
[ Mark Taylor ]
Modelling Support
 
Paul Robinson
 
Programmers [ Karl Morton ]
Game Code Design & Lead Programming
[ Colin Surridge ]
Menu System & Network GUI Design
[ Phil Carlisle ]
Network & Additional Programming
 
Rob Hill
Martin Randall
 
Sound and Music Bjorn Lynne
Allister Brimble
 
Web Design Paul James
 
Quality Assurance Paul Field
Paul Dunstan
Kelvin Aston
John Eggett
Mark Baldwin
Grant Towell
Andy Aveyard
Guy Palmer
Emma Aspinall
 
Original Concept [ Andy Davidson ]
 

 
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