GM Version: GM6
Screen Resolution: 1024 x 480 - Fullscreen - no exceptions -
Changes Screen Resolution: No.

About
Killer Worm II, A sequel to a game I created in April 2006.
The game became very popular within certain communities, and they all thought that it was a solid concept which could go far.
Eventually, I no longer liked the original Killer Worm, it felt bland, uninteresting, but I did like the concept, so I decided to go a few steps further.
That is where Killer Worm II comes in.
Killer Worm 1's achievements are:
- 1st place in a gaming magazine's Game.dev competition..
- Held a top 21 spot at Experimental Gameplay Project for 2+ months.
Notes
I'll try to write an in-depth read me as soon as possible, but for now I'll go over the basics in this thread:
Movement
This is quite easy to grasp, but also takes awhile to get used to.
A technical explination:
There are 2 cursors, a cursor which is always on the ground, this cursor defines where the worm jumps from. Right click changes direction, from left to right.
The other cursor, which is always in the air, and I consider to be the main cursor, is what the worm jumps towards when it is created, so there is quite alot of freedom in this regard. It allows you to change the height which your worm attempts to jump.
Gameplay
The goal of the game, is to cause as much chaos and mayhem as possible, to destroy and kill as many humans and vehicles as possible.
This is a very basic concept, but it can be very rewarding to see the chaos you have created.
As time passes, more units will appear, technology will advance, basically, it gets harder as time passes from new technology and units.
Technical Features
This is currently the best part of the game. It has many awesome effects.
This includes:
- Full day/night cycle, with all of the 4 main seasons cycling too.
- Dynamic Weather
Including many more interesting effects which cannot really be described.
Edited by Unc1354m, 10 May 2007 - 07:07 PM.












