SCREAM REAL LOUD: THE PLAYABLE ORIGINS OF WORLD OF GOO


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3.6.2009

Brandon Boyer

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World of Goo creators 2D Boy are taking us all on a time traveling journey through the process in which Kyle Gabler’s Experimental Gameplay Project original became the studio’s WiiWare/PC indie hit as we now know it.

For the initial entry in their apparently seven part series (“before all the levels, before all the polish”), 2D programmer Ron Carmel revisits the game’s first week baby steps:

the date is august 20, 2006. the game is about one week old. basic rendering, collision detection, and physics are in place. no sound, music, or animations. it feels like you’re dragging balls inside a jar of honey and the connection logic for the strands is non-intuitive and often results in odd, unstable structures. the player is also able to grab the structure itself and swing it around like the wet towel that it is. and there are intellectual property issues, to boot :)

the world (of goo) wasn’t built in a day — part 1 of 7 [2D Boy]

Previously:
2D Boy's World of Goo: The community updates – Offworld
At the core of the World of Goo – Offworld
Listen: 2D Boy's free World of Goo soundtrack – Offworld
Tarballs: World of Goo released for Linux – Offworld
World of Goo's Kyle Gabler gives top 7 Global Game Jam tips – Offworld

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COMMENTS

  1. Pee Wee’s Playhouse ?!!! How cool is that?!
    “You know what to do when you hear the secret word….”


  2. Pingback: Doing Well By Doing Goo: World of Goo’s score arranged for solo piano | VENUS PATROL


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