the world (of goo) wasn’t built in a day — part 3 of 7
Wednesday, March 11th, 2009
two weeks have gone by and world of goo is now 5 weeks old. as a screenshot, it hasn’t changed much in two weeks, but it feels completely different when you play it. you can download this build here.
since we knew that the game would be some collection of puzzles, or levels, we needed to start defining what a level is in order to start working on level design. if you look inside this build you’ll see our first attempt to define the level format. it’s in <root>/res/levels/GooHill/GooHill.xml. this level format allows us to create layers at different depths for a parallax effect (see the clouds?) and to define the physical geometry from which the actual structure of the level is comprised. press CTRL+ALT+D to enable debug mode and see the physical geometry. also added force and velocity vectors to visual debugging.
but the main focus of these two weeks was to bring the goo balls to life. the ball definition file (<root>/res/balls/balls.xml) was enhanced to allow for balls with “moving parts”. eyes and pupils were added, the goo balls look where they’re going, glance around, and stare at you when you mouse over them. their eyes jiggle when you move them around to make them feel more squishy and juicy and they have different animations for different parts in different states (falling, attached, walking, etc). there’s also the first attempt at making them cast shadows, which was super simple but had serious limitations. another new thing in this version is the ability to throw the balls around. it adds absolutely nothing to how you play the game, but it feels good. that’s probably the most important thing i learned from kyle so far, that game design is more about crafting an experience than perfecting a game mechanic.
















