Archive for the ‘prototypes’ Category

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Thursday, July 16th, 2009

Goo Is Universal Says World of Goo Corporation

Extraction Park, World of Goo – July 16 2009 – World of Goo Corporation is excited about the arrival of Goo on Earth.  The diversity of uses for Goo is rivaled only by those of the Placebo pill.

“Earth was only recently introduced to Goo and we are thrilled by the critical and commercial reception it has gotten” said World of Goo Corporation. “We are proud to be partnered with Galactic Export & Delivery Industries for delivery of Goo to Earth and look forward to a bright future for this nascent market.”

World of Goo Corporation is the #1 supplier of Goo and Goo related products.

Earth is a 3-dimensional planet.

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goo

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

Monday, May 25th, 2009

world

the final installment in this series is world of goo at 8 months old (april 2, 2007).

it’s now almost 4 months after we thought we were 3 months away from finishing the game.  we continue to fool ourselves and think we’ve got another 3 months left to go.  the delusion doesn’t stop there.  as you can see in the “world menu” (which would eventually become the main menu) we thought we would have 7 chapters in the game.  riiiight.

probably the biggest change in this revision is the new physics engine.  we scrapped our home grown physics engine in favor of ODE, which gave us a lot more flexibility with the kind of puzzles we could construct.  it stung to toss that code away, but it was the right thing to do.  it allowed us to create a much wider variety of puzzles.

when you play this version, check out the first level (Going Up).  it has been set up as a kind of physics playground to test out different ways to have balls physically interacting with the environment.  you can get it here, and once again, if you played a previous build don’t forget to delete \HKEY_LOCALMACHINE\SOFTWARE\2dboy from your registry before running this version.

there’s also more experimentation around showing progress to the player and the end of level sequence.

and that’s about it! we’ll stop here because the rest of the game’s evolution was much slower.  it happened in baby steps with new levels, new ball types, lots more playtesting and gameplay tweaks,  and within 4 months would become the chapter 1 demo we submitted to the IGF and made available to people who pre-ordered the game.

we hope this made for interesting reading!

THE END

the world (of goo) wasn’t built in a day — part 5 of 7

Sunday, April 26th, 2009

april’s been a busy month, but we’re back from intermission now!

november 28, 2006.  world of goo is now 3.5 months old.  so much has happened lately!

the skeleton of the game is now in place and at this point we started playtesting.  at first we wondered if we were showing the game to the right people.  why are they so bad at it?  do they simply suck?  it shouldn’t be so difficult to figure this game out!  it would take months of playtesting to get it feeling good and to not lose non-gamers after 30 seconds of play.  if you play this version, pay attention to your frustration and confusion levels as you try to work through the puzzles.  that should give you an indication of how far we still had to go.

see that red 50 up there?  we played around with the idea of timed levels, which we later dumped because it felt contrived.  the level ‘super fuse challenge time’ (which had not yet been born) is a good example of adding a time limit to a level without making it seem artificial.

the game now has a main menu, a world map, and 9 levels to play with.  the one pictured above had close to final art.  it would later become the level ‘going up’.  the rest are mostly place-holder art.  4 of the 9 levels present here made it into the final game, the rest were tossed.  go ahead, play them, dance on their graves.  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.

in the primordial version of ‘impale sticky’ above, you can see that one of the biggest changes yet to come was the series of events and presentation around the end of the level.  we clearly had not yet arrived at a good way to show the player how far along they are in meeting the goal of the level, when the goal has been reached, or how/when to progress to the next level.