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General discussion / Re: Trying to find a developer to help us build a game inspired by Worms
« on: February 18, 2022, 03:27 PM »
Hmm.. from a programmer's point of view...
Generating an image from a (random?) seed? Check
Drawing circles (explosions) into an image? Check
Pixel perfect collision? Check
-> Tweaks? Check (I could be wrong but Worms can climb just slightly (and not just stick to floor); I don't play terrain that much to have sure)
References can be used to match timings and sizes, the actual hard part though are the values. There's gravity, jump forces (3 different jumps), tweaks (i.e. the line between a bump and a crash into a wall with the ninja rope)... and there's little to nothing documented on that; though as far as I know it's possible to check some weapons through Project X, at best.
Part of the magic of W:A and what makes it so addicting, is that you can get more than a surprise during gameplay.
That is, without willing to debug or reverse-engineer the game somehow. Matching all values just right by eye? ... uh. Probably it might still not be enough, just check W:A on GameBoy, which is built from scratch and can also do everything I listed above, uses all possible references from original material (and probably including those magic numbers), yet feels completely different. The other ports are far closer because... well, they've ported the original engine(with WWP on GBA being the worst one). Also, any discrepancy in the physics can break many missions.
For comparison:
Generating an image from a (random?) seed? Check
Drawing circles (explosions) into an image? Check
Pixel perfect collision? Check
-> Tweaks? Check (I could be wrong but Worms can climb just slightly (and not just stick to floor); I don't play terrain that much to have sure)
References can be used to match timings and sizes, the actual hard part though are the values. There's gravity, jump forces (3 different jumps), tweaks (i.e. the line between a bump and a crash into a wall with the ninja rope)... and there's little to nothing documented on that; though as far as I know it's possible to check some weapons through Project X, at best.
Part of the magic of W:A and what makes it so addicting, is that you can get more than a surprise during gameplay.
That is, without willing to debug or reverse-engineer the game somehow. Matching all values just right by eye? ... uh. Probably it might still not be enough, just check W:A on GameBoy, which is built from scratch and can also do everything I listed above, uses all possible references from original material (and probably including those magic numbers), yet feels completely different. The other ports are far closer because... well, they've ported the original engine
For comparison: