Description
If you remember the game is was really good fun, where you had a team of four and had to kill the other team with the weapons at your disposal on the map. This is where wind, strategy, and blowing up the map came into play.
Suggestions
I think instead of like using a worm or any other figure, ya could use people, or zune figs. The item drop, I think that would be a difficult task and could be solved by giving more ammo to the worms. As for transportation I think that would be gone as well, I don't remember it being it in number 1. But they are just suggestions... If you could do it anyway you could that'd just be kick-A!!!
P.S.
I'm new to this site (if you can't tell) as well as this sort of programming and yeah, one of my friends knows C++ but that's about all I've been introduced to and at a very mediocre level. So I dunno if what I'm asking is possible or yeah.. Anyways, Zune FTW!!!
Last edited by monkeyrul3r; 11-17-2008 at 01:35 AM.
A game similar to this has already been made, it is called N.A.M.E.
You can find it HERE!
But seeing as that game turned out pretty shocking and the creator seems to not be active on ZB anymore it would be rather nice to have a GOOD worms style game for the zune.
Thats cool
But i don't think that game is finished or compatible for the 3.0 firmware. Although i might be wrong as i haven't tried it out for myself.
One of the programmers here might decide to take some time and make a proper version of Worms. I think it would be a nice game to have on the Zune, especially if a multi-player version was made!
I believe it has already been said before but I believe is a good idea is a turn based rpg, something simple like you find in sinjid and the FF series. That would be totally killer. I think that like upgrades would be a hassle though. iono about lvling, that's something on the fly
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hippies are our past;
why not our future.
The original version in NAME had terrain deformation through explosions. That code is still in the source for NAME [if you downloaded the source through codeplex]. It wasn't perfect [i'm not a physics programmer] however it ran too slow for the zune, and it cause out of ram crashes.
I would be happy to discuss this in depth if anyone really cares about it. the short version is you only have 16mb of ram to run in for the zune, the current background image is > 6mb and in order to alter it you have to have > 13 mb of ram free [and you don't get a background image]. And altering the terrain in real time is VERY expensive.
so yeah if you can get MS to release Zune 4.0 w/ eithor actual gfx hardware, or a processor thats 2x as fast i'll give you deformable terrain agian.
OR if someone can work out a way for us to only have to use a texture of 1024x768 w/out the map being too small...
Its always a bitch to balance features with performance, and fun, all while still maintaining playability....
The original version in NAME had terrain deformation through explosions. That code is still in the source for NAME [if you downloaded the source through codeplex]. It wasn't perfect [i'm not a physics programmer] however it ran too slow for the zune, and it cause out of ram crashes.
I would be happy to discuss this in depth if anyone really cares about it. the short version is you only have 16mb of ram to run in for the zune, the current background image is > 6mb and in order to alter it you have to have > 13 mb of ram free [and you don't get a background image]. And altering the terrain in real time is VERY expensive.
so yeah if you can get MS to release Zune 4.0 w/ eithor actual gfx hardware, or a processor thats 2x as fast i'll give you deformable terrain agian.
OR if someone can work out a way for us to only have to use a texture of 1024x768 w/out the map being too small...
Its always a bitch to balance features with performance, and fun, all while still maintaining playability....
Well, there's always option #3: Pray that MS lets us use all 64 MB of RAM through XNA. : p
The original version in NAME had terrain deformation through explosions. That code is still in the source for NAME [if you downloaded the source through codeplex]. It wasn't perfect [i'm not a physics programmer] however it ran too slow for the zune, and it cause out of ram crashes.
I would be happy to discuss this in depth if anyone really cares about it. the short version is you only have 16mb of ram to run in for the zune, the current background image is > 6mb and in order to alter it you have to have > 13 mb of ram free [and you don't get a background image]. And altering the terrain in real time is VERY expensive.
so yeah if you can get MS to release Zune 4.0 w/ eithor actual gfx hardware, or a processor thats 2x as fast i'll give you deformable terrain agian.
OR if someone can work out a way for us to only have to use a texture of 1024x768 w/out the map being too small...
Its always a bitch to balance features with performance, and fun, all while still maintaining playability....
Instead of one huge background texture, you could just have a fairly small texture and repeat it several times to create a bigger background.
I do not know how you modify your terrain, but you could try to use a texture to cover up the terrain in the relevant spots to simulate destroyed terrain.
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"Against logic there is no armor like ignorance." - Laurence J. Peter
The terrain is actually procedurally generated every run, we grab a fresh version of the background image off of disk and then "draw" pixel by pixel the black terrain onto it [there are 4 equations for this, they are crazy you should check them out .
I guess we could "batch" it. just have like 15 possible pieces and then rotate/scale them and in that way create possible terrains, however thats 1 of 100's of possible solutions and i'm not sure its "better".