Spoopy devlog #5

Hallowed be the halls to spaghetti games office, hidden deep behind walls that whisper back. Silently they sit, feverishly they toil. In darkness pieces of that horrid beast are put together. Slowly. Surely. The spaghetti five cackle in anticipation of the final touches…

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A truly spooky Terrarium

 

Hey everyone! Welcome back to another devlog, and it is certainly the season to be spooked. Since the last update things have gotten a lot busier over here at spaghetti games. We all got a little kick in the boots when we met some fellow developers from Indietopia ,the Game Bakery and GameBCN (many thanks to Oscar Sahun) to talk about PR and marketing and how important it is. Because it seems like for a lot of games, good PR really makes or breaks whether or not it ‘succeeds’. So expect to hear a lot more from us from now on!

On another note, we’ve begun working with Harm-Jan, a wonderful sound designer and composer. He’ll be developing some sweet soothing tunes and sounds for TerraGardens and we’re supper excited to hear the results. We’ll be sharing snippets of what you might get to hear in game soon, so stay tuned!

 

That’s all from us, we’re going to take a short break… *bone rattling* I-I mean going straight back to work. There’s no rest when you’re on the graveyard shift huh?

Send help on Twitter, facebook, and now instagram … please.

 

Definitely not another devlog

Even the kitchen will sometimes take inspiration from creations not their own. The spaghetti five had not a hand in the melding of countless worlds, least of all the mortal realm. Yet! The beauty, the grandeur of it all! The verisimilitude! The mortal world has no want for natural beauty, as more life thrives beyond even the kitchens imagining. The kitchen only wishes to pay homage to creations far greater than their own, this script is an account of that want.

Hey everyone, err welcome to another Devblog! Doing things a little bit different this time, cause we’re gonna have a science lesson! *air horns* No really. TerraGardens is really a game about balancing and creating self-sustaining ecosystems inside glass jars, like stuffing the great barrier reef into a bottle small enough to fit on your table; Or a piece of the Savannah by your bedside. Really that would be kind of amazing, if it were so simple. Nature is rarely ever simple, and doubly so when you take a step back and look at it from a bigger picture. To cut to the chase, no one is really agreed on what can be called an ecosystem.  Most scientists however are agreed on what defines a biome; “the world’s major communities, classified according to the predominant vegetation and characterized by adaptations of organisms to that particular environment” (Cambell). So what plants are most common to a region and how animals (even ones we can’t see) are adapted to live there. Which gives us a solid base to talk about ecosystems.

So, What, is an ecosystem?

An ecosystem can be defined by many different things, and the boundaries in each definition move to fit what the focus of study is.  A simple definition for example is ” a community made up of living organisms and non-living components; air, water and mineral soil”. Although it doesn’t set a boundary it helpfully defines the major parts of any ecosystem. There is luckily for us some consensus on what the minimum size of an ecosystem can be. Ecologist Shulze say that a rotting log is too small a system to call an ecosystem, as well as a single rock or puddle of water. Sorry,  but you can’t call your dirty plates in the sink an ecosystem and campaign for its protection.

There are a few reasons why a rotting log isn’t an ecosystem, but it largely has to do with how resources flow in and out of the system. Which is a problem because you can’t really just draw a line around a 1 square meter box of forest and say that its a closed system. But that doesn’t really matter in the context of putting dirt and grass into a bottle. The system is closed by nature of being in a glass jar, which means that unless everything the organisms inside need to survive are in there, they won’t.  Which sort of makes crafting and balancing little systems rather simplified, until you start stuffing entire forests into a bottle. But I’ve said too much already, class is out!

So I hope this wasn’t too boring for you all, but getting a chance to research up on ecology again is exciting for me. We’ll be going back to regularly scheduled game updates soon so don’t worry! As always, you can find out more by following us on twitter​ and Instagram ​:D

DevBlog #3

Hey everyone, and welcome to another TerraGardens Devblog!

So we’ve been quite busy these past few weeks working on material for the BCN Game awards. Working ourselves silly to get a fancy trailer shot and edited, a lot of skills we have to learn on the fly since none of us had done anything like it before! It was exhausting and perhaps not as polished as some Triple A game trailers, but we’re proud of it! If you haven’t seen it yet then not to worry, its right here for you’re viewing pleasure. We hope you like it!

Now that its done though, we’re gearing up towards working on our Kickstarter campaign. It’ll help us support ourselves and the business of setting up a business (business is busy work). We’ll be able to work with a professional sound designer, for the crisp dulcet tones we know the Terragardens will need! All this and more being organized. We’re also thinking up stretch goals that you all might like, let us know on Twitter what you think would be cool!

That’s all for now! Stay Tuned for more details about the Kickstarter and just general game stuff! Stay strong fellow nerds!

Talk to us on socials! Please! The programmers are lonely.

Twitter

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DevBlog 2?!

Time passed in the hallowed realms of Spaghetti Game’s kitchen. Progress on the latest recipe was steady, marching onward. Here lie chronicles of Terra Gardens second chapter:

Dev Blog Number 2! Feels like this is going to become a habit. In our last post we talked about where we were in roughing out an art style for the game and basic gameplay in the prototype. Since then we’ve made some progress into developing the art style further by constructing some mock ups of what we think terrariums would look like in the future:

ZEN GARDEN MOCK UP

The Zen garden: a calm peaceful well groomed garden.

FOREST MOCK UP

Park / forest terrarium: A nice forested area, quite but full of life and nature. They’re both so nice we didn’t know which one we wanted to focus on! So we ask you guys on twitter! Thanks for all the great responses, we’ll try take them all into consideration!

Some plants and decorations to put in the zen garden.

Finally, we’ve made some headway with the demo, making it playable and all that. Developing the UI and Save/Load functionality, so when you make a terrarium it doesn’t get lost to the void where all unsaved progress goes. So here’s a really cool GIF of that. Our developers told us that, so it must be true.

SaveandLoadButt

And here’s a GIF of some placeholder UI, if you’re into that sorta thing. You weird person you.

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So! Things are moving along with no hiccups so far. A few of the team are going abroad soon, which might slow us a little. Fear not though, Terra Gardens will always be our number one priority! We’re looking towards really gearing up progress towards our demo, so stay tuned!

As always you can follow Spaghetti Games on twitter. 

 

 

 

Dev Blog #1

In the beginning there was salt water, and it boiled. Suddenly pasta, a flood of tomato sauce and sprinkling of herbs. Spaghetti Games was born, hungry to build the tastiest games the world had ever seen. Together the spaghetti six, skilled in their craft, planned the forging of a great game capable of entertaining thousands! Here lies the chronicles of their progress, trials, successes and failures. Read on and find out what became of their first creation: Terrarium Gardens.

Welcome to our very fist devblog! If you don’t know us already we’re Spaghetti Games, a group of game development students out to make a name for ourselves! We recently landed a huge gig thanks to Indietopia in grand old Groningen, the Netherlands. And we’re very eager to get rolling on our first big game with them.

So what are we making? Terrarium Gardens is a calming and relaxing gardening experience, cultivating lush ecosystems from various biomes, real and mystical. Aimed at mobile platforms. With a simple and extensive customization tool set in production you’ll be able to build your terrariums as you wish. Though you’ll have to make sure the terrarium can be self-sustainable when you seal it up!

We’re pretty early on in development and are currently working to build a playable demo of the game. Working on concept art, testing colour pallets and modeling styles as you can see above and below.

We’ve also made some headway developing the terrarium tools. Working on being able to place objects, resize and rotate them, and the whole thing too

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Moving ahead we’re looking to add terrain manipulation tools to the demo and continually develop our art style. Stay tuned to for more devblogs or catch us on twitter @GamesSpaghetti.