First, the game. I've compiled it in Win/OS X/Linux versions, because the web version doesn't work yet and I didn't have time left in the 7th day to try and figure out why ;). Anyways, here are the builds.
Controls are: mouse, arrow keys, shift for jumping, space for shooting, tab for switching characters/girder mode, and numbers 1-5 for fuse length on grenades and dynamite. Also, direction of meteor storm depends on which direction the currently selected worm is facing.
So, what happened since day 6? First, I've added actual summary screen (though it's very simple, due to time constraints). Which means you can have matches till 1, 2 or 3 wins. The matches carry out on 3 different types of terrain: Stone field, sandy desert, and icy snow. The type is picked at random on level generation. My gf has found time to also create some properly magical weapon art:
-Exploding skull (grenade)
-Magic punch (shotgun)
-Deadly mixture (dynamite)
-Meteor storm (air strike)
-Force field (blowtorch)
-Summon wall (girder)
You'll also notice that beardlings aren't oozes from space any more. They are in fact wizards/gnomes. Actually, what I wanted the most from this little exercise in 7 days, was to learn how to use Unity's new sprite system. Since I was mostly bruteforcing it so far for everything else, this was the perfect opportunity to learn the new skills. My girl has drawn a little 'exploded' bearding like this:
And I have combined it into one game object, which I then animated using Unity's inbuilt animator/animation system. Sure, I've done only one animation, but I have done SOMETHING! ;). As for everything else, audio was added (just sfx), and some explosion animation. Suddenly the game feels much more alive, when the little buggers are shouting out their spells and dying in explosions and under water.
What did I not manage to do in time?
-Fix the web build bug (I started trying to compile to web last thing in the evening of seventh day. Bad idea apparently)
-Prettify all the GUI.
-Improve physics (seriously, this one's bad, I had to move on, and the physics is of such importance in a game like this)
-Work out death sequence so that little beardlings die like worms did, instead of just disappearing
-Replaying match on same level
-Pretty much everything from configuration menu
-Hall of fame
-Proper list of teams to choose from (don't create lots of teams ;) )
-How some weapons work (blowtorch being the biggest offender)
-Special weapons would be nice
-Voices in one pitch. I've never done any voice acting, and so the voices of the beardlings vary in pitch and speed a lot - I've tried to mitigate it, but there is a lot of noticeable differences ( compare "fireball" to "exploding skull" for example)
-fix some random bugs (heh)
Huh, seems like quite a lot of things. But then again, the scope of this project was insane. I have pretty much set out to create a full blown Worms clone from grounds up in couple days. This was never going to happen, especially since I've spent plenty of the days away from the computer and with my kid and girl. Still, the project is done and the game is playable, so I am really really happy. I'm also really happy that my girlfriend has helped me out, and we're looking forward to our next project together. She says that she had a great time learning the tools and working on the art, which does bode well. Hopefully one day we'll release some awesome game together.
In the mean time, I already have idea for the next project. Remember how I said that scope of this project was insane? Well, next one is something that I always wanted to do but never got round to doing: Whole world, in 7 days. To quote mikeman: the last guy that did it got pretty famous ;). See you then!
Story so far: