the world (of goo) wasn’t built in a day — part 1 of 7

for a while now we’ve been meaning to post some early childhood snapshots of world of goo, to dig deep into our code repository and remember the good ol’ days.  the early part of  a game’s development is often very enjoyable because things evolve rapidly and there’s a great sense of accomplishment.  it’s also a lot of fun to look back at those early days and laugh at what the game use to look and feel like.  before all the levels, before all the polish, before the months of bug fixing, there was this:

the date is august 20, 2006. the game is about one week old.  basic rendering, collision detection, and physics are in place.  no music or animations.  it feels like you’re dragging balls inside a jar of honey and the connection logic for the strands is non-intuitive and often results in odd, unstable structures.  the player is also able to grab the structure itself and swing it around like the wet towel that it is.  and there are intellectual property issues, to boot :)

if you’d like to try it out for yourself, grab and unzip this file and run tog.exe (as you can tell, the game hadn’t been named yet).

more soon.

53 Responses to “the world (of goo) wasn’t built in a day — part 1 of 7”

  1. Indie Vault » La strategia di Kyle Says:

    […] nella quale è ben spiegato come il progetto si sia evoluto a partire da Tower of Goo (con tanto di pre-alpha scaricabile). Oggi (oltre al Billboard Contest organizzato dal fansite, data la […]

  2. Brion Vibber (brionv) 's status on Saturday, 17-Oct-09 18:52:09 UTC - Says:

    […] a few seconds ago from web […]

  3. Recordatorio Worldofgoosiano (2D Boy) « Gamboi Advans Says:

    […] que podíamos formar una estructura para alcanzar dicha meta. Había nacido el por entonces llamado Tower of Goo, del cual podéis probar una demo en su estado primigenio en la página de sus […]