Archive for the ‘world of goo’ Category

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 6 of 7

Tuesday, May 12th, 2009

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.

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.