Gamesweek Berlin Aftermath

Hi there,
after nearly three weeks of abstinence, Fabian and I have returned to our beloved office. There’s quite much to tell, but first things first: Globosome development for the version 1.0 is as good as finished. A few minor problems occurred, which we already solved. So the release in May is coming even closer.

For those who don’t know, we were attending the International Gamesweek Berlin. We had a booth at the developer conference Quo Vadis, where we represented the current version of Globosome to users, the press and other people – nearly every single one of them liked playing it.

Quo Vadis Indie Booth 2014The whole booth of german speaking independent game developers at the Quo Vadis

Navel part at Indie Booth Quo Vadis 2014Navel presenting Globosome at the Indie Booth (Quo Vadis 2014)

 

Simultaneously taking place to the Quo Vadis was the A MAZE festival. It’s an absolutely must-attend for every game developer, nerd, freak and awesome guy or girl. You can play installations you will never be able to buy because its 100% homebrew and/or just for festivals. For example the zwoboter. A home-made console for two players with 6 colored buttons – its a lot of fun playing it.

The zwoboter at the A MAZE 2014Benedikt Hummel and Marius Winter (Major Bueno) playing zwoboter at the A MAZE 2014. They also had a talk about pancakes!

Another great game which connects le good old text adventure and haptic games in the present time. It’s called the Choosatron. It’s as simple as a text adventure and funny as hell. Also it’s the winner of the audience award at the A MAZE. And Jerry Belich is an awesome guy – it was a lot of fun chatting with him and having a few beers.

Choosatron at A MAZE 2014Every single one of the little machines is a Choosatron with different stories. I still have my paper roll!

Not to forget to name Lea Schönfelder with Perfect Woman for winning the “The Most Amazing Game Award” (Everyone was happy). Great work and all the best for the further development for the whole team! And I don’t even need to mention that Nidhogg was the most often played game (and of course it won the “Human Human Machine Award”)

A MAZE CouchGreat place to meet people at the A MAZE – the couch!

 

We hope you got a nice overview of our past two weeks and you are now looking forward to become an attendee next year!

Best wishes,
Thomas and Fabian

 

 

We’re getting quite close

Hi folks and fellows,
Tick Todos

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 Preview

Spike Plant: We’ll gonna show you its final look in our next post.

Cya soon,
Thomas

You Win! – (too?) hard to reach

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.

Globosome_Interface_Mockup_Skill

Merry Christmas!

Hi there,
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.
Globosome Jungle Preview

We wish all of you a Merry Christmas and some wonderful holidays,
Thomas and Fabian

Film, Game and Story

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.The GapSo 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.

Globosome Gameplay!

Today I want to talk about how Globosome is actually gonna play like.

Globosome is an explorative action adventure. Players take on the role of a little spherical being that replicates into a swarm by feeding on plants, growing in its natural habitat. The swarm enables the player to do things that he couldn’t do alone.

Mountains_NoBorder

The game world is based on the film by the same name (www.globosome.com).

We are recreating this world as an explorable, living, breathing place, that keeps surprising the player with secret locations and side challenges.

Progressing within the game and beating side challenges earn the player evolution points, which trigger the swarm to evolve and learn new skills. These skills enable the player to enter regions he couldn’t enter before and open up even more hidden areas and optional challenges, which again teach him additional skills.

That way, the world becomes increasingly deep as the player progresses, and never stops offering something nice and new.

That system also empowers the player to set his own difficulty: He can tackle the harder challenges right on, learning essential skills at an earlier point in the game, or go easy on it and spend more time exploring the levels, receiving new skills just as he needs them.

The different skills are meant to bring variety to the challenges the player faces. I give you an example of the early section of the game: After obtaining the Jump skill and accomplishing a series of platforming challenges, the swarm learns to push large stones which gives the player the possibility to move platforms around on his own. This adds a layer of spatial awareness and moves the focus away from the timing excercises. Later skills will add further challenge types, which are then combined among each other.

That’s it for this time, we will soon talk a bit about the art of Globosome. Tobi Trebellja’s concept art (of which you can see one piece above) greatly helped us defining the final art style, stay tuned for information on how it will transfer to the actual game!