Building bridges in OpenGOO
You may remember that in the
first Humble Indie Bundle, World of Goo was
not open-sourced. Well, there is an active open source clone called
OpenGOO being developed. It uses OpenGL, Box2D and is GPLv3-licensed.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEObRSsQoZ7xd7bznewotoJVM8aQVhr2cJvvTv024aM-ghAf1cHTu2Jy_tA-xpv289VlmVQyx4lpivcP74sYwDkXNlWhjocUd0X9A4J2kb3t-MGiUl7sVVmtQN8v1q3qYOfN8Uezo78Uo8/s400/wog.jpg) |
Basic layers of level creation in OpenGOO |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHAxzgGTJ7we0HBDzw2t0rXTJDfYMdtqmxwMlx-5cgwGF-7NNk-e2cGFxIPo45aeEva8XMsyGB_bBOA7Swq92S4AlbxRSAywQv6XMi6M9yKmKAyx-mWxDobplpilatPRsnRKdHWZ66zOWN/s400/wooot.png) |
A Shotgun Debugger level viewed in Inkscape |
There are
instructions available for creating levels. Inkscape is used for that purpose, just like in
Shotgun Debugger! A method I would love to see being widely used in games that allow for user-generated content in general.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilt0ruyBWRS46RJljvNaSsrltOZhH1OsdhuIfrgS5GEGkIf36KwHkX_NHu3oKXh6140E2op2j9-RAD54z1ciqeqUp8uxBuBEhl6ehSdpjdWObT-ZZLFTkGZFNh1_QmpZkK_4F24MVfX9wb/s400/stk.jpg) |
SuperTuxKart level editor (hint: it's Blender!) |
Speaking of not-re-inventing-wheels: the team behind SuperTuxKart recently posted
an article about using Blender as a level editor, rather than writing and maintaining an own content creation tool, which I highly recommend to all developers of 3D games with 'traditional' engines.
No comments:
Post a Comment