it’s september 1, 2006, and we’re now slightly past the get-something-on-the-screen phase.
notes from ron: i’ve played around with the physics a bit, added the walking logic for the balls, and got rid of the awful aliasing around the balls and strands. the main drive was simply to get things looking a little more “presentable”. if you run the code (here’s a download link) you can hit CTRL+ALT+D to enable debug mode. it’ll look something like this:
those lines and numbers are visual aids for debugging the balls’ walking and climbing logic. in-game visual debugging is an amazing tool that we don’t see used often enough. a bug that might take hours of stepping through code to figure out could be instantly seen with the right kind of visualization.
Notes from Kyle: The background image in the above early version was the first piece of art that we thought might be “final” – essentially a softer, “more casual” (because we originally thought we were making a casual game, like bejeweled) version of the original Tower of Goo prototype over there on the right. ->
I still sucked as an artist, and had not yet discovered Photoshop’s wonderful vector technology! The art here was all drawn with a mouse and Photoshop’s paint brush, and carefully tweaked and tuned to look like vector art. A lot of effort, for minimal payoff. This art style was unsustainable, and unimpressive. But at the time, we thought the game was looking mighty shiny.
In the original Tower of Goo prototype, Goo Balls didn’t have eyes! They must have had internal gyroscopes to know which way was up. And to answer a question in the comments, yep, the Tower of Goo prototype came before the peewee prototype. It was the little toy that made us think making a game about sticky balls might be possible! And if you’re not the ESRB, listen carefully to the voices…