WormBlast: The worm action game
Jussi Lind <firstname.lastname@example.org>
Project Page at
gives you access to the releases, source codes (Git), and more.
What the heck is WormBlast?
In WormBlast, a total of 8 worms (1-2 human players) are trying to gain as high score as possible by shooting at other worms and collecting different objects like body pieces that have been cut off. New guns and ammunition can be collected as well. The game area is scrolling and has no boundaries. The worm with the highest score wins.
Actually WormBlast is a decent remake of Parawormer 2 (MS DOS) dating back to 1998 and it has been serving as a learning project and a test bench for different technologies.
WormBlast is currently being developed on Ubuntu 10.10.
(07-Nov-10): WormBlast-2.0.2 released for Linux
- New game music
- Bug fixes and other improvements
- Packaged for Ubuntu / Mint / Debian + Fedora
(25-Oct-10): WormBlast-2.0.1 released for Linux
- A new release with MiniCore physics engine.
(28-Jul-10): MiniCore in use
- WormBlast in the Git master branch now uses the new MiniCore physics engine. The game is more dynamic and cooler than before due to significantly improved physics modeling. It's not perfect yet, but I'm quite happy about it. A new stable release soon!
(09-Mar-10): Code moved from SVN to Git
(10-Jul-09): Switched the build system to CMake + Python dropped
- The build system of the current development version is now CMake for extreme portability. CMake is available for Linux, Windows and Mac. It has a built-in support for Qt4 and it was quite easy configure. The GUI is now written in C++ instead of Python. Although Python is handy in developing GUIs, there's less hassle in the development flow with the native Qt4 (API documentation, development tools, ui-files, resource files, installation etc..) --J
(08-May-09): WormBlast-1.2.0-alpha released for Linux
- A new release after a while. This is still an alpha release, so a lot of planned features/improvements still under development. There's now a working support for walls. Computer players are able to cope with them pretty well. I implemented an efficient maze router to guide the computers around the walls. Nice. --J
(13-Apr-09): Development of WormBlast-1.2.0 progressing
- I've been working on the graphical updates / walls / level system of the next WormBlast version (like in the screenshots above) and it's in a pretty good shape now. It's a lot fancier than the 1.0.5, but the computers act like idiots due to the walls. A lot of work to do before the next release :) --J
Technical info for those who are interested
- The game itself is written in standard C++ using SDL and OpenGL (+ Qt for some little things, like texture loading, XML-parsing..)
- The front-end is written in C++ using Qt4 as the GUI toolkit
- CMake build system is being used to build the current development version of the project for extreme portability
- Doxygen documentation
- Portability: Linux/Unix, Windows, Mac OS X
- Lines of code: ca. 20000
- Programming by Jussi Lind
- Musics composed by Jussi Lind
- Graphics by Jussi Lind
Copyright (c) Jussi Lind 2008, 2009, 2010
Latest update on 07-Nov-2010