Design lessons from World of Goo
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Design lessons from World of Goo
1–8 of 8 posts
Re: Design lessons from World of Goo
#2Re: Design lessons from World of Goo
#3This is a really fantastic deconstruction of an amazing game. I'm looking forward to more of these reviews.
Does anybody know how the built the game (which languages, toolkits, frameworks, etc)? Its on wii, pc, mac, and linux so it must have been done in an amazingly portable way.
Re: Design lessons from World of Goo
#4This is a really fantastic deconstruction of an amazing game. I'm looking forward to more of these reviews.
The game looks really fun. Maybe when I finish the semester I'll buy it. Does anybody know how the built the game (which languages, toolkits, frameworks, etc)? Its on wii, pc, mac, and linux so it must have been done in an amazingly portable way.
Really, cross-platform in games is only really hard when you have a significant amount of rendering complexity. 2D games, in particular, are pretty easy to port.
EDIT: Oh, and World of Goo is a freaking great game!
Re: Design lessons from World of Goo
#5This is a really fantastic deconstruction of an amazing game. I'm looking forward to more of these reviews.
Re: Design lessons from World of Goo
#6Re: Design lessons from World of Goo
#7This is a really fantastic deconstruction of an amazing game. I'm looking forward to more of these reviews.
The game looks really fun. Maybe when I finish the semester I'll buy it. Does anybody know how the built the game (which languages, toolkits, frameworks, etc)? Its on wii, pc, mac, and linux so it must have been done in an amazingly portable way.
Re: Design lessons from World of Goo
#8Earlier quoted context omitted.
The game looks really fun. Maybe when I finish the semester I'll buy it. Does anybody know how the built the game (which languages, toolkits, frameworks, etc)? Its on wii, pc, mac, and linux so it must have been done in an amazingly portable way.
SDL for boilerplate, ODE (Open Dynamics Engine) for the physics. My understanding is that ODE was started by a ex-Havok employee, and it is in fact an excellent oss physics engine.
They were later bought by Criterion (RenderWare) which was subsequently acquired by Electronic Arts, where it just died.