Worms Post 2: System Design

The plan:

When beginning the development for this project we thought it would be a good idea to break down the game into a series of subsystems. This way we could pre-plan how we wanted certain systems to interact and would also allow for us to catch systems we had yet to think about.

Our group wrote the systems onto a board and then once we had agreed on what we should keep we grouped them into 5 categories.

Here is a list of the groups and subsystems:

  • Characters/Worms
    • Movement
    • Animations
  • Game Functions
    • Camera
    • Level State Machine
    • Replays
    • Game Stats
    • Weapon Crates
  • Physics
    • Collisions
    • Wind
    • Gravity
  • Terrain
    • Terrain Generation
    • Terrain Deformation
    • Terrain Parallaxing
    • Terrain User Loading
  • Weapons
    • Projectiles
    • Grenades
    • Aerial
    • Miscellaneous

We then roughly assigned people to one of these categories as there were 5 group members. I chose Terrain as my set of systems to work on and so I’ve been planning different ways to tackle the problem. My current Idea is to use a Marching Cube approach however I have yet to see how DirectX works so this is almost certain to change.