Dakoolme
25 Jul 2008, 07:58
Hello Everyone,
I haven't looked around here much until recently when I started wondering about a new worms game. I got excited when I saw all the posts, and am not surprised people are split on whether a new worms game is 2d or 3d. Personally, I find the gameplay to be especially natural in 2d, and a lot of the game's aesthetics were lost in 3d. Also, there are great benefits with sticking to 2d and rewriting the armageddon engine to support several cool modern graphics hacks that can be optimzed for the lower dimension. A lot of these ideas are based off what I've seen in the programs OE-CAKE and the 2d physics sandbox "Phun". Look them up on youtube...
Some ideas on applying these ideas to worms
1) better terrain - When something explodes, I want to see debris flying around and piling up. Worms should be able to interact w/ terrain more than just tunneling around in it. However, for roping purposes, they should maintain some notion of detached terrain like old versions of the game.
2) rigid body dynamics - no problem in 2d! Lets see tons of props flying around and crashing into things. How about blowing up a building to fall on some worms?
3) particle simulated effects galore - pre baked animated explosions and such can be eliminated in lieu of all kinds of cool simulated 2d explosions.
4) while we are on simulations, how about a simple sph solver for some water? Imagine pools forming in explosion craters. Perhaps a water hose weapon?
5) worms as simple IK chains - Anyone ever play ski stunt simulator? Translate this type of control scheme to worms! Maybe controlling your worm crawling by periodic mouse motion, and swinging the bat by fast mouse motion.
Thats it for now.
~devon
I haven't looked around here much until recently when I started wondering about a new worms game. I got excited when I saw all the posts, and am not surprised people are split on whether a new worms game is 2d or 3d. Personally, I find the gameplay to be especially natural in 2d, and a lot of the game's aesthetics were lost in 3d. Also, there are great benefits with sticking to 2d and rewriting the armageddon engine to support several cool modern graphics hacks that can be optimzed for the lower dimension. A lot of these ideas are based off what I've seen in the programs OE-CAKE and the 2d physics sandbox "Phun". Look them up on youtube...
Some ideas on applying these ideas to worms
1) better terrain - When something explodes, I want to see debris flying around and piling up. Worms should be able to interact w/ terrain more than just tunneling around in it. However, for roping purposes, they should maintain some notion of detached terrain like old versions of the game.
2) rigid body dynamics - no problem in 2d! Lets see tons of props flying around and crashing into things. How about blowing up a building to fall on some worms?
3) particle simulated effects galore - pre baked animated explosions and such can be eliminated in lieu of all kinds of cool simulated 2d explosions.
4) while we are on simulations, how about a simple sph solver for some water? Imagine pools forming in explosion craters. Perhaps a water hose weapon?
5) worms as simple IK chains - Anyone ever play ski stunt simulator? Translate this type of control scheme to worms! Maybe controlling your worm crawling by periodic mouse motion, and swinging the bat by fast mouse motion.
Thats it for now.
~devon