the world (of goo) wasn’t built in a day — part 6 of 7

feb 9, 2007: world of goo is 6 months old.

by this time we’re already doing quite a bit of playtesting.  we’ve got 20 levels in the game but only 5 of them would eventually make it into the final version.  we’ve decided against having one world map and decide to group the levels into islands.

the art style is clearly coming together but doesn’t yet have the pop and polish of the final art.  playtesting was still showing that people who don’t normally play games aren’t getting the game quickly enough to stay engaged.  we first tried to address this by adding a tutorial system that you can see in this revision. it sucked.  it was complicated and cumbersome and we eventually dropped it when we got the connection logic to feel intuitive enough and it was replaced with a single signpost:

another really ugly thing in this version is how levels end.  we struggled with this quite a bit.  we wanted the levels to magically end at exactly the time that the user thinks they’re done.  first we tried ending them when the right number of balls was sucked into the pipe.  that didn’t work because people wanted to suck out more than just the bare minimum.  we thought we might want to end a level when no more balls could possibly get sucked into the pipe, but that wouldn’t work either both because it might take a really long time for the level to end while the player just sits there and because it was too difficult to have the game figure out when no more balls could get sucked.  in this version we tried to have a 5 second timer after the minimum requirement was met before the level ends, which would allow for suckage optimization (the beginnings of OCD!) but people were simply confused.  eventually we dropped the notion of something happening “magically” at the right time and made it a manual process (the continue handle).

you can download this build hereIMPORTANT NOTE: if you played the previous build you’ll need to delete some entries from your registry in order to run the game because the saved data format (which use to be stored in the registry) has changed.  run regedit and delete \HKEY_LOCALMACHINE\SOFTWARE\2dboy before running this version.

15 Responses to “the world (of goo) wasn’t built in a day — part 6 of 7”

  1. davidc Says:

    Vista users with UAC enabled, the registry key will have been virtualised and can be found at HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\2dboy

  2. davidc Says:

    One thing I like about this version that got cut is the visual indication that you’re definitely dropping onto a strand (though the colour isn’t the best).

    Unfortunately I can’t get past Jengoo since it crashes every time I click “OK”. Maybe related to the tanks being missing on the levels here?

  3. davidc Says:

    [please delete the above 2 comments]

    Vista users with UAC enabled, the registry key will have been virtualised and can be found at HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\2dboy

    One thing I like about this version that got cut is the visual indication that you’re definitely dropping onto a strand (though the colour isn’t the best).

    Interesting to see the “original cog in the machine” and, oh my, five Pokeys!

    Some levels (e.g. JawBridge, OutOfThePit) can no longer be completed since the black balls are no longer detachable. On Demolition the wrecking ball is now so heavy it breaks itself when the level starts!

    And on all levels, I get a crash as soon as I click “OK” on level completion, but before progress is saved. I had to edit the registry to skip levels, details here: http://2dboy.com/forum/index.php/topic,1843.0.html

    Hidden feature: press U to undo! (though sometimes this leaves you unable to drag balls any more and gravity stops working: try undoing again a few times, otherwise you have to restart the level)

  4. esposch Says:

    Oh no guys! it crashes at the end of level 3! Make sure to fix it up in the final version!
    Anyway, here it is:

    Exception: Access Violation (code 0xc0000005) at address 00425D97 in thread 1068

    Module: tog_release.exe

    Logical Address: 0001:00024D97

    0012FA30 00425D97 0001:00024D97 tog_release.exe

    Params: 0012FBE4 00B0BFA4 00B0C028 016244E8

    00000002 005312ED 0001:001302ED tog_release.exe

    Params: 00000000 00000000 00000000 00000000

    StackWalk failed (error 0)

    EAX:00B0BFA0 EBX:01B646E0 ECX:00B0C0E8 EDX:00425D70 ESI:00B0BFF8 EDI:00000000

    EIP:00425D97 ESP:0012F9C0 EBP:0012FA30

    CS:001B SS:0023 DS:0023 ES:0023 FS:003B GS:0000

    Flags:00010202

    Windows Ver: NT 5.1 Service Pack 3 Build 2600

    DDraw Ver: 5.03.2600.5512

    DSound Ver: 5.3.2600.5512

    Product: goo

    Version: 0.1

    Time Loaded: 00:00:39

    Fullscreen: No

    Primary ThreadId: 1068

  5. Tayron Says:

    well, the jar where the goo should be collected isn’t there…but besides that it’s not bad

  6. cDima Says:

    Where you the only one working on the graphics?
    How did you manage to raise your talent to the final version-graphics?

    Awesome stories!

  7. Tayron Says:

    @ esposch: I got the same error too.

  8. Stickybomb67 Says:

    It stops before I can get to the fourth level.

  9. Clockerstance Says:

    :( I also cannot pass the 3rd level due to crash.
    These beta things are really interesting.

  10. joris Says:

    it crashed when i tried to play the game

  11. f ang-zh eng Says:

    哦!(I from China)

  12. Bashers » Blog » Beeld: zo zag World of Goo er ooit uit Says:

    […] beschikbaar heeft gesteld: zie The World of Goo Wasn’t Built In A Day deel 1, 2, 3, 4, 5, 6 en […]

  13. gy Says:

    a lovely game but i can’t understand well

  14. Lag Bag Says:

    I used this version as a demo (to decide – to buy or not to buy). It flattens to desktop after completing level 3 without even saving the progress. So it goes as an average shareware demo. Good concept, but even a single level can be a HUGE TIME WASTER

  15. Grace Says:

    I finished alredy . I love it