Ooblets - perplamps


Check out the video here!

Welcome to the highly-anticipated March Devlog. And what a wonderful March we're having! It's the beginning of spring here, there's no international trade war, and we're all having a great time doing typical March things.

Okay okay so we're a little late getting this devlog out but we've been told that's just how indie games go 🤷

Without wasting any more time, let's jump right in to all the fun stuff we've been up to:

New characters

We've made a lot of character designs throughout development— over 40 so far. Here are just a few:



Most of these were designed with the main concern being speed of implementation. Over time, we've thought a bit more about what resonates with people and decided to take another pass at our core neighborhood cast to be more visually identifiable, unique, and interesting.

Making characters takes a long time, so we've only made a couple new ones so far, but lemme introduce them:

Rugnolia



She's 1 part scientist to 1 part hipster, and can be found experimenting on things you probably haven't even heard about over in the Lernery. She's too cool for school because she was advance-placed right out of it.

Gimble



Gimble is Badgetown's balloon pilot, which is much rougher work than it sounds. She's been through her share of scrapes but is always ready for the next ill-fated adventure. That ear-horn is so she can hear you ring the balloon bell from anywhere in Oob and come pick you up.

Tinstle



Tinstle is not only the most popular and well-liked girl in Badgetown, she's also the mayor. You can tell from her little hat and sash. She's all about helping people reach their potential and become good tax-paying citizens.

Urpa



Okay, this one isn't all that visually distinguished but she's got a springbean in her hair so that's something. Urpa runs the café and we'll try to add some more character to her later. Check back with us.

If you're wondering who the green-haired hippie from the GIF at the top is, so are we... We haven't sorted out a character for that model yet.

Player level unlock tree

Besides building up your farm, house, ooblet team, and item collections, we wanted to add some personal development to all these progressions.



We decided to create a player level system where you meet different requirements to level up and then use your level points to unlock bonuses like faster crafting speed or more followbaby spots.

We'll probably make either the levels or the bonuses take the form of badges since we've not really implemented many badges in the game and need to live up to Badgetown's name.

Grumboire plant and ooblet panels

In the last devlog, we introduced the concept of the grumboire. We can now show you what it looks like:



So fancy!

And we can introduce a few of its features that have been implemented so far, like ooblet and plant panels:





Consider them introduced.

There's not much to say, but each ooblet or plant you grow will show up in your grumboire in these panels so you can keep track of what you've discovered so far.

Wild harvestables



Scavenging for items and clearing out weeds from town has been totally revamped. Throughout Badgetown and other regions, there will be set "grow points" where things can spring up. Each grow point has a list of potential items and will pick from them randomly when it's empty.

Direct sales system



While a lot of farming games tend to use a box at your farm to sell things to, we decided to go with selling things in the seed shop. To buy things you just interact with the physical items in the shop, but if you want to sell stuff from your inventory you interact with the cash register.

It's going to be limited to specific items that would reasonably fit the theme of a seed shop (mainly crops and craftables) so we may expand the system to the other types of shops for other things. I'm hoping we'll have enough time to make the player shop functional and fun enough to take on a lot of the sales gameplay, but we honestly haven't touched all that in a while.

Flags!



I've snuck glimpses of Rebecca surreptitiously experimenting with different wavy flag techniques for months. It's clearly some sort of passion project; her white whale. But just the other day she comes up to me pleased as punch to announce she's now a flag expert and has figured out how to make the perfect low-resource-using flags by modulating frequencies and amplitudes and it involves sine waves or something— I wasn't really paying attention.

Regardless, this was a big step forward in Ooblets flag technology and it's bound to revolutionize Badgetown.

The cupcake graphic on the flag represents the Frunbuns ooblet club and was drawn by our lovely pal Bree Lundberg Here's the set:



In case you need help, the order is: Mimpins, Peaksnubs, Mossprouts, and Frunbuns.

Stuff for patrons

You may know that we have a little Patreon where we post more behind the scenes stuff and other oobletty goodness. Over the past month we shared:

- A set of phone wallpapers



- Ooblet concept designs by Miski



- Results of our first newsletter



- How we recolor assets with lazy unwrapping



Plus:

- A sneak peek at our sales UI
- How we felt about missing GDC
- A bunch of cat GIFs, pictures, and videos for people in the Cat Weirdo tier

If you'd like to see more of this kind of thing, you should become a patron now!

Instagram



Clicky here to get to her profile!

Rebecca has started using Instagram again and this time I'm intent on getting her to post to it more, so you should go follow her to justify my nagging.

Emojis for Discord



We asked our friend Mark Usmiani to design some new emojis for our surprisingly vibrant Discord server. You should join up now if you haven't already and then you can try to obnoxiously fit these babies into all your conversations.

That's it!

As always, make sure you're following along with all the Ooblets stuff on Twitter, Tumblr, and our new mailing list so you never miss anything. We're looking forward to sharing more with you as we continue our journey through making Ooblets, so I hope you stick with us!

Ben & Rebecca

Ooblets - perplamps


Check out the video here!

Welcome to the highly-anticipated March Devlog. And what a wonderful March we're having! It's the beginning of spring here, there's no international trade war, and we're all having a great time doing typical March things.

Okay okay so we're a little late getting this devlog out but we've been told that's just how indie games go 🤷

Without wasting any more time, let's jump right in to all the fun stuff we've been up to:

New characters

We've made a lot of character designs throughout development— over 40 so far. Here are just a few:



Most of these were designed with the main concern being speed of implementation. Over time, we've thought a bit more about what resonates with people and decided to take another pass at our core neighborhood cast to be more visually identifiable, unique, and interesting.

Making characters takes a long time, so we've only made a couple new ones so far, but lemme introduce them:

Rugnolia



She's 1 part scientist to 1 part hipster, and can be found experimenting on things you probably haven't even heard about over in the Lernery. She's too cool for school because she was advance-placed right out of it.

Gimble



Gimble is Badgetown's balloon pilot, which is much rougher work than it sounds. She's been through her share of scrapes but is always ready for the next ill-fated adventure. That ear-horn is so she can hear you ring the balloon bell from anywhere in Oob and come pick you up.

Tinstle



Tinstle is not only the most popular and well-liked girl in Badgetown, she's also the mayor. You can tell from her little hat and sash. She's all about helping people reach their potential and become good tax-paying citizens.

Urpa



Okay, this one isn't all that visually distinguished but she's got a springbean in her hair so that's something. Urpa runs the café and we'll try to add some more character to her later. Check back with us.

If you're wondering who the green-haired hippie from the GIF at the top is, so are we... We haven't sorted out a character for that model yet.

Player level unlock tree

Besides building up your farm, house, ooblet team, and item collections, we wanted to add some personal development to all these progressions.



We decided to create a player level system where you meet different requirements to level up and then use your level points to unlock bonuses like faster crafting speed or more followbaby spots.

We'll probably make either the levels or the bonuses take the form of badges since we've not really implemented many badges in the game and need to live up to Badgetown's name.

Grumboire plant and ooblet panels

In the last devlog, we introduced the concept of the grumboire. We can now show you what it looks like:



So fancy!

And we can introduce a few of its features that have been implemented so far, like ooblet and plant panels:





Consider them introduced.

There's not much to say, but each ooblet or plant you grow will show up in your grumboire in these panels so you can keep track of what you've discovered so far.

Wild harvestables



Scavenging for items and clearing out weeds from town has been totally revamped. Throughout Badgetown and other regions, there will be set "grow points" where things can spring up. Each grow point has a list of potential items and will pick from them randomly when it's empty.

Direct sales system



While a lot of farming games tend to use a box at your farm to sell things to, we decided to go with selling things in the seed shop. To buy things you just interact with the physical items in the shop, but if you want to sell stuff from your inventory you interact with the cash register.

It's going to be limited to specific items that would reasonably fit the theme of a seed shop (mainly crops and craftables) so we may expand the system to the other types of shops for other things. I'm hoping we'll have enough time to make the player shop functional and fun enough to take on a lot of the sales gameplay, but we honestly haven't touched all that in a while.

Flags!



I've snuck glimpses of Rebecca surreptitiously experimenting with different wavy flag techniques for months. It's clearly some sort of passion project; her white whale. But just the other day she comes up to me pleased as punch to announce she's now a flag expert and has figured out how to make the perfect low-resource-using flags by modulating frequencies and amplitudes and it involves sine waves or something— I wasn't really paying attention.

Regardless, this was a big step forward in Ooblets flag technology and it's bound to revolutionize Badgetown.

The cupcake graphic on the flag represents the Frunbuns ooblet club and was drawn by our lovely pal Bree Lundberg Here's the set:



In case you need help, the order is: Mimpins, Peaksnubs, Mossprouts, and Frunbuns.

Stuff for patrons

You may know that we have a little Patreon where we post more behind the scenes stuff and other oobletty goodness. Over the past month we shared:

- A set of phone wallpapers



- Ooblet concept designs by Miski



- Results of our first newsletter



- How we recolor assets with lazy unwrapping



Plus:

- A sneak peek at our sales UI
- How we felt about missing GDC
- A bunch of cat GIFs, pictures, and videos for people in the Cat Weirdo tier

If you'd like to see more of this kind of thing, you should become a patron now!

Instagram



Clicky here to get to her profile!

Rebecca has started using Instagram again and this time I'm intent on getting her to post to it more, so you should go follow her to justify my nagging.

Emojis for Discord



We asked our friend Mark Usmiani to design some new emojis for our surprisingly vibrant Discord server. You should join up now if you haven't already and then you can try to obnoxiously fit these babies into all your conversations.

That's it!

As always, make sure you're following along with all the Ooblets stuff on Twitter, Tumblr, and our new mailing list so you never miss anything. We're looking forward to sharing more with you as we continue our journey through making Ooblets, so I hope you stick with us!

Ben & Rebecca

Ooblets - perplamps


Real quick before we start, you should join our newsletter! We haven’t sent any yet but I think we’re going to soon.

Hello! It’s me Ben writing to you. In case you’re unfamiliar, I do the game design, writing, and other odds and ends on the game. Rebecca does the programming and art, and we also have a couple wonderful freelancers to fill in the gaps.

For those of you who are tooootally unfamiliar with all of this and don’t know what this game is or where you are or how you got here, Ooblets is a game we’re working on that’s all about farming, creature collecting, and town life.

Let’s do a quick recap of all the stuff that’s gone on this month!

Grumboire
Want to check your quests, fiddle with some research tree junk, or see how your friendships are coming along? What about tracking all the ooblets and crops you’ve grown? You need a GRUMBOIRE!

A grumboire is a scientifimagical book you carry around (aka UI panel) that keeps track of all these things.



We were calling it “the almanac” internally but realized that name would not fit in the game at all, so I came up with the word grumboire which is a mix between grimoire and a nickname we gave to our cat (Grumbo).

One of the nice things about being an indie developer is that stuff doesn’t go through a committee for anything so all our dumb ideas maintain their dumbness completely intact into production.

Introductory quests
We actually have two introductions concepted for the game…

One is a long weird intro we haven’t talked about before that gives a lot of background as to why you’re arriving in Oob, but we’re not sure we’ll have time to implement it.

The second intro is everything that happens when you arrive in Oob after that first possible intro. It’s basically what you’d expect the game to start with, and it’s what we’ve been working on this month.



We’d really love to complete both intros, but besides the development constraints, we’re also a little worried that our entire intro sequence will take too long for players. For just the first two days of gameplay there’s already 9 pages of dialogue I’ve written…

New ooblet??
We just have one solitary little ooblet to introduce to everyone this month. Rebecca’s Patreon backers helped us name it Gumple:



We currently have 31 ooblets implemented so far and we’re aiming to have at least 40 on launch.

Pantsabear Hill


Probably the first region you’ll be visiting outside of Badgetown is the unassuming Pantsabear Hill. It’s got a similar biome to Badgetown but there will be new plants and ooblets for you to discover there… and possibly a dangerously-brittle bridge…



Oh, and it’s full of ticket scalpers in pantsabear costumes, but we’ll explain all that in the game.

This month we also actually reimplemented the Nullwhere region with a new level design, but you’d only be able to notice the difference if you were playing the game!



The Dance Barn


After we switched the Mossprouts clubhouse over from a barn to a treehouse, we had that spare barn lying around unused. Now it’s a dance barn! For when you want to dance in a barn.

10 million new hairdos


When Rebecca’s feeling overwhelmed or stressed out, she retreats to making hairdos for a while to regroup. This has resulted in us having a LOT of hairdos. Making games is stressful.

Loading screen
Up until now, when you’d open the game you’d be met with a blank screen for a few seconds while everything loaded. Now, we’ve finally got a loading screen. We’ve spent a lot of time perfecting the artistry of this and I hope you can appreciate the finer details of it. We wanted it to really show the depth of personality Ooblets has:



But seriously, there must be some work that goes into this I assume since Rebecca called me over to show it to me when she added it…

Furniture
Our lovely pal and amazing freelanster Sander made a bunch of new furniture for folks to decorate their houses with. These are what they look like before being put into the game:





Newsletter


Are you one of those weirdos who does something other than scroll through thousands of posts on social media all day??

Then this is for you: Ooblets news tooted directly into your inbox!


We actually spend a lot of money on this dumb mailchimp subscription to be able to send out all these emails, so you’d better read them!!

Anyway!
That’s it for this devlog. We’d love to hear what you think about it all, so let us know through any of these social media-y thingies:
Talking about and sharing Ooblets stuff really helps us out as we try to get the word out to the unwashed masses. If you need even more Ooblets news and behind the scenes stuff, check out Rebecca’s Patreon.

Thanks for being our pals!
Ooblets - perplamps


Real quick before we start, you should join our newsletter! We haven’t sent any yet but I think we’re going to soon.

Hello! It’s me Ben writing to you. In case you’re unfamiliar, I do the game design, writing, and other odds and ends on the game. Rebecca does the programming and art, and we also have a couple wonderful freelancers to fill in the gaps.

For those of you who are tooootally unfamiliar with all of this and don’t know what this game is or where you are or how you got here, Ooblets is a game we’re working on that’s all about farming, creature collecting, and town life.

Let’s do a quick recap of all the stuff that’s gone on this month!

Grumboire
Want to check your quests, fiddle with some research tree junk, or see how your friendships are coming along? What about tracking all the ooblets and crops you’ve grown? You need a GRUMBOIRE!

A grumboire is a scientifimagical book you carry around (aka UI panel) that keeps track of all these things.



We were calling it “the almanac” internally but realized that name would not fit in the game at all, so I came up with the word grumboire which is a mix between grimoire and a nickname we gave to our cat (Grumbo).

One of the nice things about being an indie developer is that stuff doesn’t go through a committee for anything so all our dumb ideas maintain their dumbness completely intact into production.

Introductory quests
We actually have two introductions concepted for the game…

One is a long weird intro we haven’t talked about before that gives a lot of background as to why you’re arriving in Oob, but we’re not sure we’ll have time to implement it.

The second intro is everything that happens when you arrive in Oob after that first possible intro. It’s basically what you’d expect the game to start with, and it’s what we’ve been working on this month.



We’d really love to complete both intros, but besides the development constraints, we’re also a little worried that our entire intro sequence will take too long for players. For just the first two days of gameplay there’s already 9 pages of dialogue I’ve written…

New ooblet??
We just have one solitary little ooblet to introduce to everyone this month. Rebecca’s Patreon backers helped us name it Gumple:



We currently have 31 ooblets implemented so far and we’re aiming to have at least 40 on launch.

Pantsabear Hill


Probably the first region you’ll be visiting outside of Badgetown is the unassuming Pantsabear Hill. It’s got a similar biome to Badgetown but there will be new plants and ooblets for you to discover there… and possibly a dangerously-brittle bridge…



Oh, and it’s full of ticket scalpers in pantsabear costumes, but we’ll explain all that in the game.

This month we also actually reimplemented the Nullwhere region with a new level design, but you’d only be able to notice the difference if you were playing the game!



The Dance Barn


After we switched the Mossprouts clubhouse over from a barn to a treehouse, we had that spare barn lying around unused. Now it’s a dance barn! For when you want to dance in a barn.

10 million new hairdos


When Rebecca’s feeling overwhelmed or stressed out, she retreats to making hairdos for a while to regroup. This has resulted in us having a LOT of hairdos. Making games is stressful.

Loading screen
Up until now, when you’d open the game you’d be met with a blank screen for a few seconds while everything loaded. Now, we’ve finally got a loading screen. We’ve spent a lot of time perfecting the artistry of this and I hope you can appreciate the finer details of it. We wanted it to really show the depth of personality Ooblets has:



But seriously, there must be some work that goes into this I assume since Rebecca called me over to show it to me when she added it…

Furniture
Our lovely pal and amazing freelanster Sander made a bunch of new furniture for folks to decorate their houses with. These are what they look like before being put into the game:





Newsletter


Are you one of those weirdos who does something other than scroll through thousands of posts on social media all day??

Then this is for you: Ooblets news tooted directly into your inbox!


We actually spend a lot of money on this dumb mailchimp subscription to be able to send out all these emails, so you’d better read them!!

Anyway!
That’s it for this devlog. We’d love to hear what you think about it all, so let us know through any of these social media-y thingies:
Talking about and sharing Ooblets stuff really helps us out as we try to get the word out to the unwashed masses. If you need even more Ooblets news and behind the scenes stuff, check out Rebecca’s Patreon.

Thanks for being our pals!
Ooblets

This feature originally ran in PC Gamer UK issue 314 and PC Gamer US issue 301. Subscribe to the magazine to get great features like this sent to your door every month, and save money on the cover price. 

Ooblets is beautiful. It’s billed as a game somewhere between Harvest Moon, Pokémon and Animal Crossing, so a farm builder and a battler where you make a home and build a squad of creatures—the titular ooblets. It’s not playable yet but gifs and screenshots from development keep popping up, offering glimpses of cute critters and bright, happy scenes. I’m too curious to wait for a hands-on so I email Glumberland—the tiny team of Rebecca Cordingley and Ben Wasser—to find out how the game is progressing.

To explain how work on the game divides up, Rebecca is the sole programmer and main artist for Ooblets. “95% of what you’re seeing in the game is her work,” says Wasser. His own role is as game designer, writer and “person who bugs Rebecca to make gifs (aka our entire marketing strategy)”.

The idea for Ooblets came from a desire to play a farming game with more RPG elements. “We had an idea that you could tie things like farm production to the requirements for unlocking creature moves,” explains Wasser. “Eventually we came up with more and more ways to weave everything together, like that you plant ooblet seeds to grow ooblets instead of capturing them in the wild and that location progression is tied to both battles and getting resources together.”

Those ooblets include Shrumbo, a cheery pot-bellied fungus with a yellow cap, and Clickyclaws, a bell-shaped grump. Those are perhaps the best-known of the ooblets but I have a soft spot for Radlad, a spindly radish topped with a green leaf, and Dumbirb, a bird creature with a big blue head. 

The games which inspired Ooblets tend to have their own tight systems but tying those elements together, getting them to feed into one another, means opening them up a bit, adding a bit more freedom or ‘give’ to the experience. In terms of how that manifests in the game right now, Wasser says that the player will split their time farming, interacting with townspeople, exploring Oob, building a little team of ooblets, and battling “in a friendly way”. 

To my mind there’s a common thread of cultivation there, either with farm crops, with relationships or with small creatures. 

“When we started, not much of the game was comparable to Animal Crossing, but over time we’ve embraced a lot more of the customisation and collection aspects,” says Wasser. “There’s an element of escapism in farming, building and town-based games that we’re drawn to. Building out the world of Oob has been really fun and we want players to feel like they’re a part of both the existing world and also its development." 

Given that emphasis on self-directed play, I ask what happens if you want to focus on farming or on training ooblets. Could you treat Ooblets entirely as a farming game? Or as a battler if crops aren’t your thing?

“It’s a difficult balance between providing a core progression, connecting the gameplay elements and letting people play their own way,” says Wasser. “We’re aiming to let people focus on what they like best, but the general progress is tied to a mixture of all aspects of the game. Since it’s a laid-back game, we’re hoping that the progression won’t be ‘core’ to the gameplay. 

“There are parts of the game that you’ll need to participate in to advance, like farming and battling, but there are ways to make different elements more or less challenging for yourself. We’re treating the overarching story as secondary to the mechanics, so progression through the game should be more about exploring and advancing at your own pace than feeling rushed to complete the game.”

Peering a bit closer at the farming, I remember that automated processes were mentioned a while ago. I mention automated farms to Wasser and he explains how that idea has been rejigged. There is still a degree of automation but not to the extent of industrial farming. 

“In an ideal scenario, any automation that the player sets up will enable them to spend more time doing other stuff in the game,” he says. “We actually have had to scale back a lot of our plans for farm automation, so it might not be as much of a balancing act anyway. At one point I had imagined a sort of sprawling Factorio-inspired farm automation progression, but as our release window swiftly approaches things like that have been pushed further and further towards the chopping block.”

Farming and town-building games, like Animal Crossing, have been part of my gaming library for years so the talk of chilled out planting and progressing has the pull of cosy familiarity. Those games tend to be where I hide out from real world stressors. Battlers are less familiar territory. I managed to be exactly the wrong age to get properly captivated by Pokémon, preferring the cartoon to the game itself. But as Wasser explains that part of Ooblets we end up in the more familiar RPG language of tanks and healers instead of evolutions and elements. 

“The plan is that each ooblet has a functional type, ranging from healers to tanks to weirder things like something I wrote down called a ‘targeted defensive mage’,” he says. “They won’t be called names like that in-game and likely won’t even have categories since there will probably only be one or two ooblets of each type. 

“Your party can form battle teams of up to three ooblets that you’ll pick in relation to your opponent’s team. The current system lets you choose just one move per turn (across your entire team, not for each ooblet), and the moves have cooldowns. You’ll be using status effects, buffs and debuffs along with attacks and healing moves to provide strategy to everything. From what we’ve implemented so far, it’s promising, but we’ll see if it all works out and make changes to make it as fun as we can.”

Ooblets is currently intended as a single-player game so those battles are not going to be versus real-life friends, but against non-player characters. The structure of the game there is more fluid at the moment—a work-in-progress with a basic outline. 

“The current plan is to structure difficulty along the physical locations you’re exploring,” says Cordingley. “But plans have been known to change.” The structure of battles and the way difficulty works also depends on what happens after a player has finished the meat of the game. 

“We’ll probably need to work out some sort of adaptive battle difficulty curve in some part of the game eventually to let people continue to have compelling battles after they’ve completed the main progression and want to keep levelling up their ooblets, but we honestly haven’t gotten that far yet in development,” says Cordingley.

The ooblets and your player character both reside on Oob, rather than Earth, and the setting is a mixture of country village and curious alien life. When looking through gifs of character selection it was a nice surprise to note that character creation doesn’t ask you to pick a gender, you just apply the outfits, hair and other options that you fancy to a base model and create a sense of your character that way. I was curious as to where else Glumberland might be quietly setting aside or reassessing the standard videogame approach.

“We’ve set out to throw as many standard concepts out the window as we can,” says Wasser. “Ooblets doesn’t take place on Earth, so we’ve got a lot of freedom to build a society and world around our own whims and interests. There’s no way to get around all the influences of society and reality, so we try to weave them in from an outsider perspective and mess with them subtly where we can.

“We also don’t make any super strict rules for ourselves,” Wasser continues. “People ask us whether ooblets are plant-based since they’re grown from seeds in the ground, and the answer is that sometimes they’re based off plants, sometimes they’re based off jellyfish, and sometimes they’re just bears wearing pants. In everything we do in Ooblets, we’re free to infuse our own random interests and dumb ideas, and I think that’s what a lot of people like about it.”

One thought I keep drifting back to with Ooblets is inextricably linked to how often it pops up in my timeline on Twitter or on my more general internet travels. The cute gifs and colourful screenshots lend themselves incredibly well to being shared. Cordingley cites influences including The Wind Waker, Steven Universe, Gravity Falls, Adventure Time and Studio Ghibli—“Anything where we’re immersed in these really cheerful, cosy, not-quite-Earth worlds makes us feel good, and that’s something that we want to translate to Ooblets.”

Excitement and buzz can also breed less salubrious conditions for a game. One potential problem I’ve seen other projects deal with is feature creep as more and more people weigh in with opinions or crowdfunding cash. 

Grand designs

With Ooblets specifically, the pitch knits the systems of Animal Crossing, Harvest Moon and Pokémon together, mostly via the work of one person. That means there were so many elements in play from an early stage. From my outsider perspective it’s actually less about feature creep and more about how you keep the game to a manageable scale from the start. 

“We don’t!” is Wasser’s unexpected answer. “This game is way too big for such a small team, and the only reason we’ve gotten so far along on it is Rebecca’s insane abilities and speed at programming and art. Before we started working on the game, we knew it was way bigger than we were prepared to make for our first game, but the reactions we got to it and the opportunities that opened up made it something that we just had to do.”

That’s not to say the team aren’t mindful of what’s actually possible: “We’ve had to cut a lot of things we would have liked (like co-op) for the sake of actually finishing the game some time this century, but it’s still a monumental task.”

Cordingley has been working at the centre of that attention. “It’s been a little distracting and overwhelming but it’s also probably what has made it possible for us to make the game,” she says. “We have the added pressure of having to keep people interested and not being old news, which I think isn’t too hard, in theory, but when you’re trying to also actively make the game, communication and marketing adds a lot of overhead.” 

With that in mind, Ooblets has been a little quieter of late. “We’ve been frantically trying to get systems-complete,” says Cordingley. “I’m hoping we’ll have more time soon to get back to inundating the internet with gifs.”

Another issue popularity can bring is that of managing fans’ expectations so they don’t end up excited for a wildly divergent imagined game—a Bizarro Ooblets of sorts. This is where Cordingley and Wasser are trying to use online platforms both to create transparency about what Ooblets is, and to forge a connection with the people interested in playing. 

“We try to be as open as possible with development and our plans, and make it easy for people to talk to us directly on things like Discord, Patreon, and Twitter,” says Cordingley. “We try to use our dev vlogs to show people what we’re actually like in person (for better or worse) so they’ll know we’re just a couple humans and not just a means to the end of playing a game. 

“It’s really easy to forget that there are people doing their best at stuff behind the scenes of everything, so the more we can keep the game’s news and progress in our own voice, the more people will hopefully think of Ooblets as Rebecca and Ben’s game and less like some faceless commercial product that they want to tear apart at the first opportunity.”

When talking about Ooblets there’s another game which comes up a lot: Stardew Valley. I never quite clicked with Stardew Valley and am secretly thankful because it’s the sort of game I can end up pouring hundreds of hours into. But between Stardew Valley, the various Animal Crossing and Harvest Moon games, the mobile and handheld Pokémon titles of various flavours—even the evolutionary cultivation game from Harvest Moon’s Yasuhiro Wada, Birthdays the Beginning—the space Ooblets is entering isn’t so much crowded as replete with games which already feel like ‘home’ to players. Cordingley is optimistic that Ooblets can stand out, and sees the benefit of more attention being paid to that space.

“I think in most cases it helps us that more people are interested in these sorts of games,” she says. “Ooblets has a lot of personality and unique attributes that we think will set it apart in people’s minds. Hopefully we can express that enough before release to get people to give it a chance.” 

As a bonus, here's one of the neat boxouts that appeared in the original print edition of this feature: 

Jan 31, 2018
Ooblets - perplamps


Watch our January 2018 devlog video here

What a month it’s been! We’ve gotten so much done on the game that it’s crazy to look back on everything– but that’s EXACTLY WHAT WE’RE GONNA DO!

So what have we been upppp tooooo? Read on in what we hope will be delight, fair oobfans:

Port Forward


You know all those towns that are situated on artificial floating islands you see everywhere? Even Ooblets isn’t immune to their presence, because that’s just what Port Forward is. It’s the newest region we’ve added and it’s also probably the most complete, as well.



The idea behind it is that it’s a little eclectic town that floats in the water. We’re planning on putting in a few smallish shops in it that you’ll be able to visit during and after completing the region storyline. No spoilers, but the story involves ¡REVOLUCIÓN!

New Ooblets!
Were you under the misconception that all ooblets were plant-based just because you grow them in the ground? We’re here with a handful of nooblets to prove you completely wrong once and for all. You should be ASHAMED



Meet Firmo and Sidekey, two new little robotic-themed babs that were designed and modeled by our very talented friend Sander.



And these delightful and distinctive babbos are Gubwee, Kingwa, and Skuffalo. I guess Gubwee is sorta plant-based but that’s beside the point. These three were all designed by bitmOO and modeled by Sander.

GLEAMIES
Didja know?? Ooblets have different rarity levels, but by far the rarest of all ooblets are their GLEAMY variations.



They’re pretty easy to spot in the wild. Battling one has a pretty good chance of producing a GLEAMY seed for you to grow your own GLEAMY.



Why do I keep writing GLEAMY in all caps? you might ask. Well dummy, it’s because THAT’S THE OFFICIAL SPELLING. Also it doesn’t stand for anything, it just needs to be said with excitement.

✨ GLEAMIES! ✨

New Crafting Machines and UI


We’ve now got a PLETHORA of crafting machines, ranging from your bog standard gooperator to your more high-end soggifier.



Check out these babies! They’re ready to ground your springbeans, goop your clustered custard, and slurry your nurnies.



We’ve also made a brand new crafting system and UI to go along with it:



There’s always room for bloppycake!

Mail
You’ve got [test]!



Who doesn’t like getting mail huh?? Unfortunately our example correspondent Bazil here isn’t the most articulate just yet, but we’re hoping his vocabulary will expand in time.

Interiors
We’ve got some new interiors made, like this Mimpins underground clubhouse:



And this hair salon:



Item Display Slots


It might not sound that interesting, but it’s actually a really cool feature! It allows you to place certain smaller objects on top of other furniture so you can get that Sims 4 style decor going. Eventually you’ll be able to place little plants, figurines, trophies, and other junk on your dressers, bookshelves, and tables!

Press!


Cover girl! Ooblets was on !!the cover!! of PC Gamer’s Indie Issue with an awesome article feature. I don’t think there are enough adjectives to describe how excited and floored we were about this.

Ooblets was also featured in a bunch of fancy lists for anticipated games of 2018, like IGN’s, GamesRadar’s, Sweety High’s, and les Inrocks’ (which is French I guess!). Now we just need to get the game finished in 2018…

Patreon News
We had a couple big milestones over the past month or so on Patreon. We surpassed 500 patrons and $1750/m, which is totally nutso. People keep joining all the time so we keep posting more fun stuff:


Who is this handsome lad??

This past month, patrons have gotten to hear a new music track from the game, seen new ooblet concepts like the ones above, participated in a super secret live stream Q&A we did, got a sneak peek at all the new crafting machines and the new crafting UI, saw some dumb cat gifs of our dumb cats, and hung out in the supporters channel in our Discord.

If you’d like to join our Patreon, you can do so here, but only do it if you want the rewards and have the disposable income. We’re not struggling for money (yet, at least) so please don’t feel any pressure to support us.

Fanart
We haven’t done one of these fanart roundups in a while, but we got so much crazy good stuff recently that we had to make a couple shout outs:



These are by @ChocoAnouki, @mrpibno, and @TheaTurbo. Click those names to see bigger versions of each piece.

Until Next Time!
I wonder what we’ll come up with next! If you’re wondering that too, you should be sure to check back with us each month and don’t forget to wishlist Ooblets on Steam to get notified when we release. If you want even more Ooblets news and stuff, you can follow us on Twitter, Tumblr, Facebook, Discord, or Patreon.

Thanks for reading all this and being into what we’re doing,

Rebecca & Ben
Jan 31, 2018
Ooblets - perplamps


Watch our January 2018 devlog video here

What a month it’s been! We’ve gotten so much done on the game that it’s crazy to look back on everything– but that’s EXACTLY WHAT WE’RE GONNA DO!

So what have we been upppp tooooo? Read on in what we hope will be delight, fair oobfans:

Port Forward


You know all those towns that are situated on artificial floating islands you see everywhere? Even Ooblets isn’t immune to their presence, because that’s just what Port Forward is. It’s the newest region we’ve added and it’s also probably the most complete, as well.



The idea behind it is that it’s a little eclectic town that floats in the water. We’re planning on putting in a few smallish shops in it that you’ll be able to visit during and after completing the region storyline. No spoilers, but the story involves ¡REVOLUCIÓN!

New Ooblets!
Were you under the misconception that all ooblets were plant-based just because you grow them in the ground? We’re here with a handful of nooblets to prove you completely wrong once and for all. You should be ASHAMED



Meet Firmo and Sidekey, two new little robotic-themed babs that were designed and modeled by our very talented friend Sander.



And these delightful and distinctive babbos are Gubwee, Kingwa, and Skuffalo. I guess Gubwee is sorta plant-based but that’s beside the point. These three were all designed by bitmOO and modeled by Sander.

GLEAMIES
Didja know?? Ooblets have different rarity levels, but by far the rarest of all ooblets are their GLEAMY variations.



They’re pretty easy to spot in the wild. Battling one has a pretty good chance of producing a GLEAMY seed for you to grow your own GLEAMY.



Why do I keep writing GLEAMY in all caps? you might ask. Well dummy, it’s because THAT’S THE OFFICIAL SPELLING. Also it doesn’t stand for anything, it just needs to be said with excitement.

✨ GLEAMIES! ✨

New Crafting Machines and UI


We’ve now got a PLETHORA of crafting machines, ranging from your bog standard gooperator to your more high-end soggifier.



Check out these babies! They’re ready to ground your springbeans, goop your clustered custard, and slurry your nurnies.



We’ve also made a brand new crafting system and UI to go along with it:



There’s always room for bloppycake!

Mail
You’ve got [test]!



Who doesn’t like getting mail huh?? Unfortunately our example correspondent Bazil here isn’t the most articulate just yet, but we’re hoping his vocabulary will expand in time.

Interiors
We’ve got some new interiors made, like this Mimpins underground clubhouse:



And this hair salon:



Item Display Slots


It might not sound that interesting, but it’s actually a really cool feature! It allows you to place certain smaller objects on top of other furniture so you can get that Sims 4 style decor going. Eventually you’ll be able to place little plants, figurines, trophies, and other junk on your dressers, bookshelves, and tables!

Press!


Cover girl! Ooblets was on !!the cover!! of PC Gamer’s Indie Issue with an awesome article feature. I don’t think there are enough adjectives to describe how excited and floored we were about this.

Ooblets was also featured in a bunch of fancy lists for anticipated games of 2018, like IGN’s, GamesRadar’s, Sweety High’s, and les Inrocks’ (which is French I guess!). Now we just need to get the game finished in 2018…

Patreon News
We had a couple big milestones over the past month or so on Patreon. We surpassed 500 patrons and $1750/m, which is totally nutso. People keep joining all the time so we keep posting more fun stuff:


Who is this handsome lad??

This past month, patrons have gotten to hear a new music track from the game, seen new ooblet concepts like the ones above, participated in a super secret live stream Q&A we did, got a sneak peek at all the new crafting machines and the new crafting UI, saw some dumb cat gifs of our dumb cats, and hung out in the supporters channel in our Discord.

If you’d like to join our Patreon, you can do so here, but only do it if you want the rewards and have the disposable income. We’re not struggling for money (yet, at least) so please don’t feel any pressure to support us.

Fanart
We haven’t done one of these fanart roundups in a while, but we got so much crazy good stuff recently that we had to make a couple shout outs:



These are by @ChocoAnouki, @mrpibno, and @TheaTurbo. Click those names to see bigger versions of each piece.

Until Next Time!
I wonder what we’ll come up with next! If you’re wondering that too, you should be sure to check back with us each month and don’t forget to wishlist Ooblets on Steam to get notified when we release. If you want even more Ooblets news and stuff, you can follow us on Twitter, Tumblr, Facebook, Discord, or Patreon.

Thanks for reading all this and being into what we’re doing,

Rebecca & Ben
American Truck Simulator - contact@rockpapershotgun.com (RPS)

2018gamesheader

As we lay 2017 to rest, let us remember all of the wonderful games that flickered across our screens and occupied our hearts and minds. But now we must promise never to think of them again because times have changed. This is 2018 and if we’ve learned one thing from the few hours we’ve spent in it it’s that there are games everywhere>. Every firework that exploded in the many midnights of New Year’s celebrations was stuffed with games and they were still raining down across the world this morning. We cannot stop them, we cannot contain them, but we can> attempt to understand them.

Hundreds of them will be worth our time and attention, but we’ve selected a few of the ones that excite us most as we prepare for another year of splendid PC gaming. There’s something for everyone, from Aunt Maude, the military genius, to merry Ian Rogue, the man who hates permadeath and procedural generation with a passion.

(more…)

Ooblets - perplamps


Hello friends! Rebecca & Ben here with a little summary of our year now that it has come to a close.

We only started working on Ooblets near the end of 2016, so the majority of Ooblets stuff has basically happened in 2017. It’s been a super important/insane year for us, full of highs and lows, new friends, new ways of thinking about things, and experiences we were never expecting. Let’s talk about them!

Patreon

One of the first things we did in 2017 was launch our Patreon, where folks can support us directly while we work on the game. We started it as a way to let fans get a bit more access to us and what we were doing, and I think it’s been really successful in that.



It’s always weird talking about money, and everyone has different ideas about what a lot or little something is, but the income we get from our patrons has actually been a surprisingly big benefit to development. Everyone’s been super kind, engaging, and encouraging, and that’s worth the most of all.

Double Fine

Getting a publisher is always a big deal, but what you may not know is that Double Fine holds a really important place in our hearts. I remember back when we had a little mailing list for people interested in the game and saw an @doublefine.com email address sign up and us dancing all around the apartment about it.

Having them backing the project means so much to us, and they’ve been really great and supportive.

Trailer(s)

Our talented friend Derek Lieu made our very first trailer for Ooblets and it got a huge amount of attention. He later made our second trailer that I think was even more popular.

We’re so happy with how they turned out. Trailers in general seem like a kind of weird tangential aspect to game development, but they’ve been really important in getting more people aware of the game.

E3 and GDC



We showed the game off at E3 and GDC this year, which was not only a huge ego boost, but I think it opened up the game to a bigger audience. Big thanks to Double Fine, Xbox, and PC Gamer for inviting us to be a part of everything!

Steam



Valve invited us to have Ooblets on Steam, so we launched the store page to start taking in wishlists and were blown away at how many people were interested. If you haven’t wishlisted the game yet, you should do it so you’ll get an email notification when we launch the game.

Ben quit his job

A big part of how we funded development was through Ben keeping a day job throughout most of development. After a while, we realized that we both needed to be full time on Ooblets and we were in a financial position to take the plunge.

Merch



We worked with The Yetee to start offering Ooblets t-shirts, pins, stickers, and posters, which has been a lot of fun. Before we opened up the store, we’d be getting lots and lots of emails and messages from people asking about merch, so it’s great to finally let everyone get their own little bit of Ooblets to hopefully tide them over until the game is released.

Oh also the game

The above might all sound like a lot, but the vast majority of our time has been working really hard at making the game. Let me try to list off a bunch of random stuff we did:
  • About a dozen new crops (we have too many now!)

  • About 20 new ooblets (mostly designed by bitmoo and modeled by Sander)


  • NPC and ooblet facial expressions

  • New farming system

  • Furniture shop, cafe, town hall, sheriff’s office, and more buildings



  • A loooot of NPCs

  • Badgetown houses and house interiors

  • Clubhouse interiors and exteriors
  • House decoration system
  • Furniture and object placement system
  • NPC schedule system
  • Region selection overworld with balloon system
  • Fertilizer system for pre-leveling ooblets during growth
  • Ooblet herding behavior
  • Character customization and starting character selection
  • Battle arena system
  • Asset icon generator
  • Item pickups
  • Ooblet move unlocking
  • Controller support (although we’ve let kbm support kinda lapse in its place)
  • A bunch of new tracks from Slime Girls

And that’s not nearly all of it! I can’t really list everything or we’d be here all day. Check out all our past posts on https://ooblets.com and Patreon to see a lot more.

2018

We sort of took a break from being really active on social media near the end of the year to devote more time to development because we’re really hoping to get the game out some time in 2018.

We’ve still got a mountain of work to do, but once we’re a bit further along and less in constant panic mode (or if we get more used to constant panic mode) we’ll be jumping back into the fray to try to get more people on the Ooblets train. We could definitely use your help in telling the world about Ooblets!

I hope you’ll stick with us through our journey and I hope even more that you’ll all enjoy the game once it’s out.

Thank you so much for being a part of Ooblets, our past year, and our future!

Rebecca & Ben
Ooblets - perplamps


Hello friends! Rebecca & Ben here with a little summary of our year now that it has come to a close.

We only started working on Ooblets near the end of 2016, so the majority of Ooblets stuff has basically happened in 2017. It’s been a super important/insane year for us, full of highs and lows, new friends, new ways of thinking about things, and experiences we were never expecting. Let’s talk about them!

Patreon

One of the first things we did in 2017 was launch our Patreon, where folks can support us directly while we work on the game. We started it as a way to let fans get a bit more access to us and what we were doing, and I think it’s been really successful in that.



It’s always weird talking about money, and everyone has different ideas about what a lot or little something is, but the income we get from our patrons has actually been a surprisingly big benefit to development. Everyone’s been super kind, engaging, and encouraging, and that’s worth the most of all.

Double Fine

Getting a publisher is always a big deal, but what you may not know is that Double Fine holds a really important place in our hearts. I remember back when we had a little mailing list for people interested in the game and saw an @doublefine.com email address sign up and us dancing all around the apartment about it.

Having them backing the project means so much to us, and they’ve been really great and supportive.

Trailer(s)

Our talented friend Derek Lieu made our very first trailer for Ooblets and it got a huge amount of attention. He later made our second trailer that I think was even more popular.

We’re so happy with how they turned out. Trailers in general seem like a kind of weird tangential aspect to game development, but they’ve been really important in getting more people aware of the game.

E3 and GDC



We showed the game off at E3 and GDC this year, which was not only a huge ego boost, but I think it opened up the game to a bigger audience. Big thanks to Double Fine, Xbox, and PC Gamer for inviting us to be a part of everything!

Steam



Valve invited us to have Ooblets on Steam, so we launched the store page to start taking in wishlists and were blown away at how many people were interested. If you haven’t wishlisted the game yet, you should do it so you’ll get an email notification when we launch the game.

Ben quit his job

A big part of how we funded development was through Ben keeping a day job throughout most of development. After a while, we realized that we both needed to be full time on Ooblets and we were in a financial position to take the plunge.

Merch



We worked with The Yetee to start offering Ooblets t-shirts, pins, stickers, and posters, which has been a lot of fun. Before we opened up the store, we’d be getting lots and lots of emails and messages from people asking about merch, so it’s great to finally let everyone get their own little bit of Ooblets to hopefully tide them over until the game is released.

Oh also the game

The above might all sound like a lot, but the vast majority of our time has been working really hard at making the game. Let me try to list off a bunch of random stuff we did:
  • About a dozen new crops (we have too many now!)

  • About 20 new ooblets (mostly designed by bitmoo and modeled by Sander)


  • NPC and ooblet facial expressions

  • New farming system

  • Furniture shop, cafe, town hall, sheriff’s office, and more buildings



  • A loooot of NPCs

  • Badgetown houses and house interiors

  • Clubhouse interiors and exteriors
  • House decoration system
  • Furniture and object placement system
  • NPC schedule system
  • Region selection overworld with balloon system
  • Fertilizer system for pre-leveling ooblets during growth
  • Ooblet herding behavior
  • Character customization and starting character selection
  • Battle arena system
  • Asset icon generator
  • Item pickups
  • Ooblet move unlocking
  • Controller support (although we’ve let kbm support kinda lapse in its place)
  • A bunch of new tracks from Slime Girls

And that’s not nearly all of it! I can’t really list everything or we’d be here all day. Check out all our past posts on https://ooblets.com and Patreon to see a lot more.

2018

We sort of took a break from being really active on social media near the end of the year to devote more time to development because we’re really hoping to get the game out some time in 2018.

We’ve still got a mountain of work to do, but once we’re a bit further along and less in constant panic mode (or if we get more used to constant panic mode) we’ll be jumping back into the fray to try to get more people on the Ooblets train. We could definitely use your help in telling the world about Ooblets!

I hope you’ll stick with us through our journey and I hope even more that you’ll all enjoy the game once it’s out.

Thank you so much for being a part of Ooblets, our past year, and our future!

Rebecca & Ben
...