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Wednesday, December 26, 2012

World of Goo is a physics based puzzle / construction game.

world-of-goo-gioco-di-costruzioni-ingegnoso-e-L-mhVD_GWorld of Goo is a physics-based puzzle game by 2D Boy, an independent game developer consisting of Kyle Gabler and Ron Carmel, both former Electronic Arts employees, released for Linux, Android and WiiWare.

It was nominated for the Seumas McNally grand prize, Design Innovation Award, and Technical Excellence at the Independent Games Festival, and has gone on to win several other gaming awards since its release.

The game is built around the idea of creating large structures using balls of goo.The game is divided into five chapters, each containing several levels. Each level has its own graphic and musical theme, giving it unique atmosphere.

There is also a bonus meta-game called World of Goo Corporation, where the objective is to build the highest tower using goo balls which the player collected through the course of the game. Players from all over the world can compete, as the height of the tower and number of goo balls used are being constantly uploaded to the 2D Boy server.
The main objective of the game is to get a requisite number of goo balls to a pipe representing the exit. In order to do so, the player must use the goo balls to construct bridges, towers, and other structures to overcome gravity and various terrain difficulties such as chasms, hills, spikes, windmills, or cliffs. There are several types of goo balls in the game, each of which has unique properties.

The player must exploit combinations of these goo balls in order to complete each level. Extra goos recovered in the pipe are pumped through to the World of Goo Corporation, a sandbox area where the objective is to compete with other players worldwide by building the tallest tower possible.

Players can also try to achieve the "Obsessive Completion Distinction Flag" for each level by completing the level under more stringent criteria, such as collecting a larger number of Goo balls, finishing under a set amount of time or using as few moves as possible.

The WiiWare version includes multiplayer with up to four people on the same Wii. This facility is also available, albeit unsupported, in the Linux port.
World of Goo is split up into four chapters and an epilogue, each containing a number of levels. The chapters are set over the course of one year in the World of Goo. Each chapter takes place over one season, beginning in the start of summer, and ending at the end of spring the next year.

The 4th chapter is seasonless, and is set in a virtual world. Levels and chapters in the game are interspersed with cut scenes.

An additional 'chapter' selectable from the main menu is the World Of Goo Corporation. Goos collected above and beyond the required amount to pass a level are piped out of each of the played levels to here. Starting from just a single triangle of Goo, the aim is to build the highest possible tower. The Goos in the World of Goo Corporation are unique in that they can be repositioned like Ivy Goos but are black and can only form two connections at once like Common Goos.

In the World of Goo Corporation, towers built by other players of the game are represented by clouds bearing the player's name, nationality and height of the tower, including details on the total number of balls collected by the player and how many were used in constructing their tower. The altitude of each cloud represents the height of that player's tower. An online leaderboard charts the heights of the top 50 towers, as well as the top 10 players for each level of the game.
There are a total of 48 levels in the game, including World of Goo Corporation.
In an interview the developers stated that the retail version released in Europe would receive an additional sixth chapter, set on the Moon.

Few details were disclosed, but reportedly this chapter would have featured a freeform sandbox mode, similar to that of the World of Goo Corporation. This addition was, however, canceled for Wii when 2D Boy announced they were releasing the game on WiiWare in Europe.


  • WorldOfGooDemo.1.20.dmg
    World of Goo demo for Mac
  • WorldOfGooDemo.1.41.tar.gz
    World of Goo demo for Linux (tar.gz)
  • WorldOfGooDemo.1.41.deb
    World of Goo demo for Linux (deb)
  • WorldOfGooDemo.1.41.rpm
    World of Goo demo for Linux (rpm)
  • WorldOfGooDemo.apk
    World of Goo Demo for Android

  • Screenshots.

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    Saturday, December 1, 2012

    In Windstille the player will be placed in a foreign alien world and has to find its way back into safety.

    windstille logoWindstille is going to become an old-school 2D site-scrolling shoot'em up game, similar to Turrican or Metroid (with probally some influence of Another World and Flashback).
    The game will use OpenGL for fast blitting, alpha effects, light effects, rotation, scaling and probally pseudo 3D effects like the ones in Yoshis Island.

    In Windstille the player will be placed in a foreign alien world and has to find its way back into safety.

    Special focus will be on getting the foreign world and the players character itself believable.

    Exploration will be more needed than plain shoot action, even so the players-character will be equipped with a multifunctional war-suit, so he will be far from defenseless.

    The game will have slow placed explore and seak sequences as well as more rough section that will feature fast shoot and jump action. The game world should be presented in a consistent state, enemies once destroyed should not respawn automatically.

    The player is free to go forward and backward in the world as long as the level design allows it.

    The game will be presented in a classic 2d jump'n run perspective, while multiple layers of tile-maps, zooms, parallax scrolling and fluent animations should give the world a plastic and realistic feeling.

    The main opponents in the first few levels will be animals, like insects or spiders, from the foreign world. Doding them instead of fighting them might often be a valuabl choice, even so the player should have a good amount of freedom about how he solves the problem he is facing.

    To allow a wide varity of puzzles and story events inside the game, it will have to rely on a scripting engine. Game content should be influencable quite a lot by scripting so that level designers and script writers have the freedom needed to create a compelling game.

    Relations to other games.

    If somebody now thinks this sounds similar to Another World, Flashback, Turrican, Metroid or Prince of Persia he is quite right, all these games have been a big source of inspiration, but simply cloning them is not the point of this project.

    Below you can download the source code for Windstille, the 0.2.0 release should be a useable techdemo, its a bit playable (one level, one type of enemy) and should give you an impression of how Windstille might look like. The 0.3.0 release is much newer, but not really playable, its just a pure techdemo. Win32 releases always lack a bit behind. The static-binary requires a working OpenGL installation, glibc version shouldn't matter.

    Special Effects.
    The following videos demonstrate some OpenGL and GLSL based effects which might be used in the game:
    Particle Fire Flames Flames Flames Shockwave
    These are real screenshots, either from the game itself or from of a particle and explosion test demos.

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