Since our last blogpost, we’ve been busy finishing Globosome, settled on May as our release month and even made another tiny little game in the meantime, but that will be the topic of another blogpost soon.
Today we are proud to show you our Globosome: Path of the Swarm gameplay trailer:
before we will present you our Spikey Plant in all its glory, we are happy to announce that we are in amazing company at the A MAZE submission entries. Go check them out!
We had such a good time last year (when the german Indie Forum Indie Arena was initiated), meeting all those people and playing a lot of fascinating games. So we are very excited and looking forward to see our friends again in Berlin in April.
So here comes the moment you all waited for, I proudly indroduce, the Spikey Plant:
as you can see, we are able to tick our todo lists. But as the result of getting everything even better, every ticked off task, two others appear.
Nevertheless we’re making quite a progress in every department. Fabian is tweaking single levels, Sascha is editing some textures so they look as if made from one piece and I’m fixing stubborn bugs and implementing a few too long postponed features.
It only remains for me to add, that everything is becoming even more juicy. Particles, Sounds, Obstacles, Challenges, CamShakes. One plant which will probably be love-hated:
Spike Plant: We’ll gonna show you its final look in our next post.
Hi Navel friends,
long time no hear! Of course we were busy. And even more that’s no valid excuse for our abstinence. That’s why I want to mention a few keywords to keep you back on track of our current development:
we redesigned your “first steps” within Globosome
we let you control as you want (gyro, touch or use your controller)
we are working on the secret final level
If you’re still curious what this posts title mean – here you go. After our last user testing, our expectations got approved.
“If you think your game’s difficulty is on a good challenging level, your players will teach you better. In fact it is way too hard.”, (me)
That’s why we put new effort in making your first steps in Globosome more simple.
Of course we will not force you into a guided and restrictive tutorial, but adjust your learning curve to the optimum.
Currently our Interface Designer Patrick is working on new lovely icons. Not only the buttons you press, but also for the skills you will learn. Lets sneak a peek at this mockup.
although there’s no snow when we’re looking out of our window, we’re a bit in a christmas mood. At least we will have some restful christmas days at our families.
Nonetheless we’ll continue working on Globosome between Christmas and New Years Eve to guarantee everything works as smooth as possible for the release next year.
Here’s our present for your – a sneak preview of the jungle of Globosome.
We wish all of you a Merry Christmas and some wonderful holidays,
Thomas and Fabian
Hey there, my name is Sascha Geddert and I came up with the World (and the short film) of Globosome. As a kid of the 1980s, I grew up with both films and games and soon noticed one curious connection: Games based on films often suck! While an epic cinematic story might sound great for a game, it does not necessarily translate into great gameplay. If you measure a films quality by it’s themes, it’s story and it’s characters, for games it must surely be gameplay. Most of my favorite games (MDK, Half-Life, Mass Effect, Journey, Brothers, …) marry a great story (funny, epic, deep, varied) with great gameplay. This intelligent blend between story and gameplay is the challenge that we strive to tackle in the Globosome game.The film shows the evolution of a planet in a few minutes. From it’s formation and colonization by first plants, to the point where intelligent creatures start to appear until finally everything starts to crumble and die. I wanted to create a metaphor for us humans on this planet – something that lives in the mind of the viewer even after he left the cinema. For the game, we felt the story had to be more focused and personal. First you’re just one Ball, then you become a swarm. Over time you learn abilities that will change the world around you.So here’s how the story begins: The player starts as one of many globosomes in a big swarm rolling through a lush and green paradise. The swarm is mighty – it can do things that you could never do alone. It can push away rocks, chop down large plants and use them to cross obstacles. Here we give the player a glimpse of the abilities that he will aquire later on in the game. The swarm approaches a big canyon with a tree acting as a natural bridge. The swarm crosses the bridge but when the player follows, the tree cracks and falls into the canyon. Down there it’s dark and dangerous. You’re alone but at least you survived! Over the next couple of minutes we teach the player the basics of how to roll, how to jump and let him slowly climb back up the canyon wall. When he finally get’s back up on the other side of the canyon, the swarm is long gone and the player starts to pick up it’s track. We don’t want to give out much more at this point but the the idea is to have a clear overarching goal that the player can follow while providing the player with exciting challenges and gameplay on every stage of the Journey.