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Hello, and welcome to Etho's Lab! The purpose of this website is to provide all interested wormers with information about my big, no longer so secret, project: "Worms New Beginnings".

So what am I doing exactly? Well simply put, I am programming my very own worms game engine from scratch, using C#.NET and the XNA Framework, that will have a strong resemblence to Worms Armageddon. In fact, I intend on using many of the sprites and sounds used by W:A. WormsNB also has almost identical physics and game logic as W:A.

Now I know what you are thinking... copywrite infringement! Yes, that is a serious concern of mine also. I can't guarantee my project will ever get publicly released either. I'm hoping to show off my game to Spadge when/if it gets closer to completion, and see if there is any circumstance I can publicly release it without getting sued or something. In the worst case scenario that he absolutely refuses to approve of its release; I'll be forced to abandon all copywrited material and somehow piece together my own original characters, graphics, and sound content.

But let's put that ugly thought aside for right now. To clearify, I am not attempting to make an exact clone of Worms Armageddon. That would just be silly. Rather I am attempting to copy all the great and awesome features we all love about W:A, improve many of them, and also add a few of my own cool ideas to the game. I'll go into more detail about this in some of the website's topic pages.

Sept. 19, 2008: New website... again. I'm not quite sure what happened with the site. All I know is I can't login anymore. But anyways, this site is mainly going to be used to keep interested people informed about my current Worms project, which I am calling "Worms New Beginnings" during its development.

Out of fear of being labeled as just another "trippenz" offering a ninja-packed W:A_CE; I decided I better actually backup my words with a video. So I just quickly made a short video of my little worm walking and jumping around a landscape. It's nothing special really. Unfortunately, I can't demonstrate too much yet because I've mostly been working on building a solid foundation for the engine. Anyways, I hope you enjoy this first video.

Download: WormsNB_1.avi (1.96 MB)

Sept. 23, 2008: It became clear to me that I needed to adjust the way my engine received input from the player, and potentially from many players. All input (keyboard, mouse, xbox controller, network, AI) will get converted to a universal system of variables. There is no limit to the number of players this system can support. Any object (like a worm) can then be set to respond to a specified player's input, or be set to respond to no input (when no control is desired).

I've uploaded a video to youtube to demonstrate what I'm talking about. In it, I am controlling 25 worms all linked to player1's input (the keyboard in this case). You'll notice a few odd things; like worms landing in mid air, and worms still trying to walk when they can't. I'll get around to fixing that sometime soon.