Train2Game News Worms 4 on Android

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Games industry veteran and independent games label Team17 are excited to announce that Worms™ 4 is now available to download for Android via the Google Play Store with a limited time 50% launch discount available.

Worms™ 4 is the definitive handheld Worms™ experience featuring an all new enriched cartoon look and improved design for mobile.

Worms™ 4 features:

·         80 Single Player Missions
·         Synchronous Multiplayer Matches – Battle against opponents from around the world with real time one-on-one online multiplayer matches!
·         Brand New Weapons – Wreak havoc with brand new weapons including Hailey’s Comet!
·         Weapon Upgrades – Players can collect more than a hundred weapon upgrades to make their worms more powerful! Mix and match weapon upgrades to suit your own strategy
·         Five Gorgeous Locations – Do battle in five beautiful hand drawn regions: Middle Turf, Candiville, Wacky-Habara, Tomorrow Islands and the Fro Zone
·         Fantastic Customisation Options – Individually customise each worm and give their team the personal touch!
·         Factions – Choose an allegiance, and fight under the banner of Red or Blue! The daily tug of war competition pits faction against faction, with the winners reaping the benefits of extra in-game rewards!
·         World Events – Each week dynamic events take place around the game’s world map. The player enters into these events and competes against other players, with the aim of representing their faction and earning prizes for fellow faction members
·         Daily Challenges – Partake in fun optional daily challenges to earn yourself and your faction additional rewards!
·         Connect with Friends – Connect your Facebook account to battle your friends in online multiplayer or view your friend’s progress on the world map screen and compete to beat their scores

Worms™ 4 is available to download now for Android from the Google Play Store with a limited 50% launch discount available. Currently £1.99 / $2.49 / 2,49 €, usually £3.99 / $4.99 / 4,99 €.

Train2Game News Team17 2016 Line Up

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QAward-winning games label Team17 have today released details of its exciting 2016 line-up.

2015 has been quite the year for the games industry veterans who this month have seen its Worms franchise enter its 21st year whilst the company is preparing to celebrate its 25th anniversary in December.

Team17 have also released a new video that takes a look ahead at the label’s exciting 2016 releases featuring:

Yooka-Laylee – An all-new 3D platformer from the creative talent behind the  Banjo-Kazooie and  Donkey Kong Country games. Featuring new heroes, Yooka (the green one) and Laylee (the wisecracking bat with big nose) players will be able to utilise an arsenal of special moves like Yooka’s tongue grapple and Laylee’s tactical sonar blast, whilst exploring – and expanding – the gorgeous 3D world.

Worms W.M.D – Worms W.M.D features a fresh, brand new look 2D cartoon-inspired worm as well as gorgeous hand drawn landscapes. For the first time ever players will be able to use exciting new vehicles and even enter buildings which will add new strategic elements of gameplay to the traditional wormy warfare.

Strength of the SWORD: ULTIMATE – A charming yet brutal 3D fighter/brawler. Brimming with old school attitude, Strength of the SWORD: ULTIMATE is the kind of game you BEAT instead of finish. Playing as the mighty War Golem you will engage in tactical and skill based combat as Strength of the SWORD: ULTIMATE pits you against multiple deadly enemies at once and includes epic boss battles!

Sheltered – A post-apocalyptic disaster management game that gives a whole new meaning to the term “nuclear family”.

With all hope lost, how will you cope in this bleak new world? How you handle the many moral choices you’ll encounter on a daily basis could be the difference between your family surviving or dying. Combat claustrophobia, radiation and mental exhaustion as you cling desperately to life in the cramp, cold and scary underground shelter. You’ll have to leave the scant protection the shelter offers behind as you’re forced to venture outside into the dangerous desolate wasteland to scavenge for vital supplies which could ensure your families survival for just one more day.

Allison Road – You wake up one night without any recollection of prior events. Now it is your turn to uncover what happened to your family and face off against the horrors that await in the house…

What would you do if you could feel something stalking you in the dark, in the safety of your own home? If you couldn’t tell what’s real and what’s not?

Allison Road is a narrative-driven survival horror game developed entertainment industry veterans and life-long game enthusiasts Lilith.

To keep up to date with all the information on Team17 please visit www.team17.com , like us on Facebook and follow us on Twitter.

Train2Game News HELP Real War is Not a Game

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Games are officially the new rock and roll as, two decades on from the iconic HELP album, game developers from across the globe are to pool their talents to create HELP: Real War is Not a Game, a unique compilation to raise funds for War Child
 
It was 20 years ago today… that Oasis, Blur, The Stone Roses, Paul Weller, Paul McCartney and many more got together to create HELP, the first in a series of award-winning albums, which raised more than £1.5m to fund War Child’s activities to protect children in the war-torn Balkans.

Now, two decades on, a star-studded line-up of game developers have announced their intention to follow in those musicians’ footsteps by uniting in a unique ‘studio game jam’ designed to help fund War Child’s ongoing activities in conflict-affected countries.

A traditional game jam is a gathering of game developers for the planning, design and creation of one or more games within a fixed time span. Game jams usually take place in a single location and last for a fixed period… normally between 24 and 72 hours. The HELP game jam will largely stick to those principles, but instead of having a fixed home it will take place in a variety of locations across the world and the teams involved will be allowed a total of six days to bring their creation from concept to completion, based on a brief provided by War Child.

The result of all of this international collaboration will be brought together as HELP: Real War is Not a Game, a compilation of games which will be made available to the general public to buy as a digital download early next year.
 
Studios which have already committed to participating include 343 Industries, A Brave Plan, Bossa Studios, Carbon Games, Creative Assembly, Curve Digital, Hardlight, Hinterland, Spilt Milk Studios, Sports Interactive, Team 17 and Torn Banner (who, between them, have sold well in excess of 100m games), with more announcements expected in the coming weeks. Major technology providers including Unreal, Gamemaker and Unity are also backing the project by providing their tools to the teams on a ‘no cost and royalty free’ basis.
 
“War Child’s work is amazing. It revolves around a simple premise… no child has started a war, so no child should be affected by one,” says Miles Jacobson, Studio Director at Sports Interactive and founder of the global games jam committee. “Whether it’s rehabilitating ex child soldiers in Democratic Republic of Congo, creating child helplines in Afghanistan, providing safe spaces for Syrian refugee children, or the work in so many other countries – wherever they are they make the world a better place for children forced to live with war. For so many studios to have got involved in this project at such an early stage is really humbling. I hope many more join the cause and get involved in something that will be fun, rewarding and make a huge difference in children’s lives across the world.”
 
“We’re incredibly excited about the launch of HELP: Real War is Not a Game. It’s been amazing to be part of this initiative which is set to raise vital funds for children whose lives have been torn apart by war,” says Rob Williams, Chief Executive Officer of War Child UK. “In the 20 years since the music industry came together to create the HELP album, we’ve seen new records for the numbers of children affected by conflict. Today, the gaming industry is changing the game, with exactly the kind of creative and collective response required to help War Child change more lives.”

The War Child games committee is Alex Chapman (Sheridans), Ciarán Brennan (Sports Interactive), Elisabeth Little (War Child), Imre Jelle (Bossa), John Clark (SEGA), Miles Jacobson (Sports Interactive), Rupert Loman (Gamer Network) and Stuart Saw (Twitch).

HELP: Real War is Not a Game will be released through Steam and other digital download platforms in late March 2016. For further information, keep an eye on http://www.warchild.org.uk/helpgame and War Child’s UK’s twitter, or email helpgame@warchild.org.uk .

War Child’s HELP campaign is seeking large-scale public support in the form of an online petition. For more information on the HELP campaign go to www.warchild.org.uk/help .

Train2Game News From Bytes to Boxed

Sold OutSold Out Sales & Marketing Limited, one of the UK’s leading publishers of boxed titles, claims that many independent developers are missing out on substantial amounts of additional revenue by ignoring traditional routes to market.

The firm – which recently announced a partnership with Team17 Digital Limited to bring its forthcoming digital titles to retail – is now actively seeking new publishing opportunities which can generate an additional tranche of revenue for the developer.

In the case of high-profile digital releases, many mainstream publishers have forecast that their digital revenues may be as little as nine per cent of their boxed income. Microsoft’s decision to keep boxed as part of their Next-Gen strategy indicates that even where a business intends to be primarily digitally focused, retail earnings are still very key in the revenue streams.

“Digital publishing has proved a fertile ground for innovative, lean independent developers – but many are ignoring additional opportunities – which is leaving that cash on the table,” says James Cato, Sales Director at Sold Out.

“Whilst the digital marketplace is undoubtedly convenient for indie developers, we’re able to very quickly and easily open up routes to traditional markets, reaching players who prefer to build physical collections – or those who remain fearful of purchasing online.”

In the latter half of 2014, Sold Out will bring at least seven new titles to retail – including some of the highest-profile digital releases of the year. More information will be revealed at a later stage. These titles will be in addition to Sold Out’s own digital releases across PC and home consoles.

“We’re actively seeking new partners,” adds James Cato. “We’re as simple to work with as it comes: getting your games into shops requires very little additional manpower, and we’re not interested in owning anyone’s IP or digital revenues, all we offer is additional profits and access to a traditional market – literally every sale we make is a bonus to our partners.”

For more information in working with Sold Out, please contact sales@soldout.uk.com / +44 (0)203 405 4585

Train2Game News Next Gen Worms

Worms BattlegroundVeteran independent developer and publisher Team17 is proud to see its award-winning franchise make its debut on the next generation of consoles, having seen it already appear on over twenty-five other platforms since the series introduction back in 1995.

Worms Battlegrounds is making its way on to Xbox One and PlayStation 4 and will be available both via digital download and as a boxed copy at certain retailers on the 30th May 2014. While US PlayStation fans will be able to get their hands on Worms Battlegrounds as a digital download from the PlayStation Store on the 3rd June.

Worms Battlegrounds will be the among the first titles to be released under ID@Xbox, Microsoft’s new program enabling independent game developers of all sizes to produce and self-publish games digitally on Xbox One, of which Team17 are an ambassador.

Worms Battlegrounds features:

•         25 single player story missions
•         10 ‘Worm‐Ops’ time attack missions
•         5 environments: Inca, Viking, Feudal Japan, Industrial Revolution and Prehistoric with day to night lighting transitions
•         Multiplayer Deathmatch and Fort modes with online and local multiplayer for up to four players
•         Stunning graphics and gameplay running at 1080p 60fps
•         Landscape editor
•         Clan support including clan emblem editor
•         65 weapons and utilities including 10 outrageous new items: Mega Mortar, Gravedigger, Winged Monkey, Oxygen, Worm Charm, Bovine Blitz, Whoopsie Cushion, Teleport Gun, Aqua Pack and The Equalizer
•         Physics based contraptions
•         Over 200 individual customisation items for the worms
•         DUALSHOCK 4 wireless controller’s light bar dynamically changes colour depending on your worm’s scenario. Watch as the light car glows red for attacks and explosions, blue when your worm is submerged in dynamic water and green to indicate that your worm is poisoned (PS4 version only)
•         Weapon Gestures. Assign up to four weapons for quick select using the DUALSHOCK 4 wireless controller’s Touch Pad (PS4 version only)
•         Companion website. Keep track of your stats on the go! (PS4 version only)
•         SmartGlass companion app. Keep track of your stats on the go! (Xbox One version only)

Worms Battlegrounds is due for a 30th May release for Xbox One and PS4 (EU) and will be available both via digital download and as a boxed copy at certain retailers.

Train2Game News: 32 developers announced for ID@Xbox

Xbox OneMicrosoft has revealed thirty two teams have signed up for their independent publishing programme, ID@Xbox.

Head of ID@Xbox Chris Charla announced the list of thirty two developers today with studios from all over the world including big names like Double Fine and Team 17 all the way down to smaller first time studios developing for Microsoft like The Men Who Wear Many Hats and Iron Galaxy.

Microsoft claims to have shipped over 50 SDKs to independent teams working on Xbox One projects, and intends to enable retail Xbox One units to be used as a dev kit in the near future.

“Bottom line, we’ve been blown away by the interest in the ID@Xbox programme, and we can’t wait until the games start shipping so players can experience the amazing titles that the independent developers will be bringing to Xbox One,” said Charla.

Iron Galaxy’s Dave Lang, makers of Divekick, added: “All developers care about is being able to make the games they want and get them into the hands of as many people as possible. Now, thanks to ID@Xbox, Iron Galaxy can bring Divekick to a Microsoft platform for the first time. We’ve been working on Xbox One games for a while now, and because of that you can bet Divekick will take advantage of all the platform’s unique capabilities.”

Microsoft are certainly stepping in the right direction to help the little studios get their foot in the door and get their games seen by a wider audience.

If you are interested in joining the current list of developers visit http://www.xbox.com/en-GB/developers/id

Train2Game News: Xbox One Self Publishing

Xbox OneMicrosoft have finally clarified their self publishing plans for the Xbox One, allowing developers to create, sell and market games through the new home console.

All developers accepted for the scheme will receive two Xbox One development kits free of charge, as well as access to the full range of services on offer to games development teams – cloud services, Kinect and the Xbox One toolset, which includes Smartglass, multiplayer, Achievements and Gamerscores.

Applications for the self-publishing service, named ID@Xbox, are being accepted from today, with Microsoft stating that priority will be given to developers with a proven track record in shipping games on console, mobile, PC or tablets and there are no application fees for certification or for title updates.

In order to help with the discoverability issues that trouble all self-publishing stores, Microsoft is promising that all games will feature in the regular Xbox One store and be supported by voice search.

On top of that the store will also feature trending games reflecting what the community and friends are playing, recommendations based on a consumer’s playing habits, spotlighted games and the ability for developers to set community challenges, as well as support the Xbox One’s Game DVR and Upload services.

Phil Harrison, corporate vice president at Microsoft Europe’s interactive entertainment business, revealed that Microsoft will set the price of self-published games after developers have established their wholesale price and that developers are likely to receive an industry standard 70/30 split in their favour.

“The developer can set their own wholesale price and we act as the retailer. So Xbox Live acts as a reseller, and Xbox Live Store will be setting the ultimate retail price to the consumer. That’s the way in which our store has always been structured,” he said.

Independent developers who have already given their support to Microsoft’s new initiative include Chris Hecker, The Behemoth’s John Baez, Paul Wedgewood from Splash Damage, Other Ocean’s Mike Mika, Team 17’s Debbie Bestwick, The Odd Gentlemen’s Matt Korab, Ripstone’s Phil Gaskel and Dlala Studios.

Microsoft has said that eventually it hopes that every Xbox One will become a development kit for self-publishing purposes.

If you are interested in signing up for this you can do so by visiting http://www.xbox.com/en-GB/developers/id

Train2Game News: Worms Revolution developer diary discusses classes and customisation

The third Worms Revolution developer diary sees Team 17 discussing the new features for the upcoming latest instalment of the series, including the introduction of classes and the customisation options available to the player.

Senior producer Kevin Alston discusses how the different classes of worms are being introduced to evolve gameplay and gives a rundown of some of new tactics and abilities they bring to Worms Revolution.

Alston also discusses the reasons for introducing visible physical damage to the worms and the variety of customisation options available for almost every aspect of player teams.

Watch Worms Revolution Developer Diary 3: ‘Classes and Customisation’ below, right here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on the new class and customisation features for Worms Revolution?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Worms Revolution developer diary discusses landscapes, physics and water

Learn about the development of the new 3D landscapes and more in the second Worms Revolution diary from Team 17.

The video sees lead programmer Ian Lindsey discussing how current technology allows Team 17 to create 3D landscapes, while he also talks about how updated physics and dynamic water and new elements to  Worms Revolution.

Watch Worms Revolution Developer Diary 2: ‘Landscapes, Physics Objects And Dynamic Water’ below, here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on the new features for Worms Revolution?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Worms Revolution developer diary discusses 17 years of Worms

Get behind the scenes of Worms Revolution in the first of five developer diaries from Team 17.

Worms Revolution developer diary one sees lead game designer Kevin Carthew discussing the 17 year history of the series.

Subjects he covers include how creator Andy Davidson produced the first Worms game while doing his A-Levels, moving from 2D to 3D then back to 3D and developing Worms Revolution as a “next-gen” version of Worms with a brand new engine.

Carthew also discusses his role as game designer on the Worms series. Watch Worms Revolution Developer Diary 1: The History of Worms below, right here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on Worms Revolution? Are you a long-term fan of the series?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.