May 30, 2018
Ooblets - perplamps


It’s ya girl Rebecca here, trying to sound cool (I’m still workshopping personal intros).

So it’s the end of another month and that means that the only thing you’ve been looking forward to all this time—another Ooblets devlog—is here.

Despite spending most of our time working on something super top secret that we’ll be revealing around E3 (which I’ll talk a bit more about below), we actually still ended up with a decent amount of cool things I can show you.

Take a look IF YOU DARE:

Ooblets in E3?

E3 is fast approaching and folks have been asking us what our involvement might be this year.

We’re not gonna make it there in person and I think we can safely say we won’t have a demo or anything on the show floor, but Ooblets will be a part of the festivities in one way or another.

We recently found out that we get to be a part of something we’re super excited about but I don’t think we can announce it just yet. WITHIN this secret thing we’ve got an even bigger secret thing to show off, so there’s a lot to get hyped for.

Bigger secret thing you say?

Most of the work we’ve done this month has actually been related to the big secret thing we’ll be revealing around E3, so that’s like 90% of our potential devlog content we can’t post. Instead, please accept this gif of some dumb mocapped gestures I did:



Animations

As you can see above, we’ve been adding in a bunch of new animations. We do the mocap ourselves on a cheap-as-far-as-mocap-goes $1000 system that involves strapping a bunch of sensors all over our bodies. [That product link isn’t an endorsement just yet since we want to play with the system a bit more before giving a final verdict, or until they give us a bunch of money to say nice things about them.]



There’s a whole post about it on my Patreon if you’re interested.

We’ve also been working with an animator to get sleeker hand-made animations like this hoeing one:



If you think that’s the sort of thing we could mocap and not need an animator for, you should have seen us trying to mime what we imagine farming looks like in our living room…

Lotsa dialogue

Ben has been working on filling in all the dumb dialogue for the townspeople of Badgetown. We’re aiming to have about 40 dumb things each character will say (which could range from a single dumb line to a whole dumb conversation), and across 16+ characters that ends up being a lot of dumb lines.



Cake (and other item) holding system

In the latest cake-based scientific breakthrough, characters can now visually hold items.



We’ve had item holding for a little while, but this month I came up with a new way to get them to adjust their arm/hand positions to actually sorta grasp the items with their useless little club hands instead of just awkwardly hoverhanding them.

Hairstravaganza

Since I’ve made way too many feminine hairstyles, I asked my bud Sander to design some dude-style hairdos to even things up, and he went all out. Here are just some of them:



Now you can be a conehead, a stooge, one of those dudes from the Matrix 2, or an Elvis impersonator. Like some sort of fever-dream Village People.

Region design testing

I’ve taken a break from outer-Badgetown region design for a while, so we thought we’d ask Sander to do it instead. We’ve tried doing the layout for our desert region like 3 times and not been super happy with it yet, so maybe he’ll come up with something we can use.

Here’s a little peek at what he’s done so far:



Gee, deep ear

Even we were not immune to the effects of the GDPR, and so as to not have to deal with too many hassles, we decided to just shut down our mailing list after just 4 emails.

For you weirdos who want to keep getting emails from me, the best way is to join the $1/m tier on my Patreon which will get you even more emails from me.

Since shutting down the mailing list a couple days ago, like 65 new people decided to become patrons, which is nice consolation.

Over the past month, my patrons have gotten to see new potential pin designs, a guide on how I mix 3D meshes in UI, a look at the terminology we’ve come up with in the game, and that mocap post I talked about.

Next up!

Our next big focus will be finishing Badgetown, the friendship system, and trying to get the game in a state suitable for early testing. So much stuff to do… but we got this. Just gotta keep telling myself that.

Make sure you’re following along with all our junk on Twitter or Tumblr or Facebook so you don’t miss anything, especially with whatever might be unveiled around E3…

Love ya!

Rebecca
Ooblets

Ooblets is an irresponsibly cute game about building a farm and collecting critters called ooblets. Greg Rice of publisher Double Fine described it as "all your favorite games mashed into one" when we spoke to him last year, which doesn't sound too far off. It channels compelling sims like Stardew Valley and Harvest Moon, and there's more than a touch of Pokémon to it, and it does it all with a unique, infectious silliness. And it's the work of just two people: artist and programmer Rebecca Cordingley and designer and writer Ben Wasser, the two halves of their studio, Glumberland.

At the time, Rice  struggled to pick a favorite ooblet. "They're all too cute," he said. Today, we face that same issue, because Glumberland recently updated the gallery of ooblet profiles on their site to include all 32 known ooblets, and it's impossible to choose. See for yourself: 

That's not even the end of it: Glumberland also posted a glossary of essential Ooblets terms like followbabies and nurnies and frunbuns and oh good god this game is so sweet I would put it on my freakin' pancakes. 

Ooblets

I'm starting to hope Ooblets, developer Glumberland's creature collecting farm sim (which Double Fine is publishing), comes with a glossary. In the new April developer update alone, we've got terms like followbabies, oobcoops, and some alien horror called 'taxes.' 

Followbabies, it turns out, are the ooblets following you around. Your inactive ooblets stay in the oobcoops you build for them, which look like dollhouse chicken coops. In the update, programmer and artist Rebecca Cordingley shares a critical oobcoop feature: you can peek inside and play with your ooblets. She added that they're "planning to eventually add mini furniture and upgrades to the oobcoop interiors," but aren't sure if that will all happen before release. The question is, how deep does the oobcoop hole go? Can we put oobcoops in other oobcoops and then put furniture in them? Time will tell. 

Cordingley also revealed a new ooblet: Bittle, an unreasonably angry little beetle. For less angry new characters, we've got Churles, the clothing designer and clothing shop owner in Ooblet's main town, Badgetown. Churles is joined by responsible turquoise wearer Millew. "Millew can come across as a little abrasive, judgmental, and bitter, but I think it might be because he’s covering up some insecurities," writes Cordingley. "Maybe you’ll be able to get over his annoying defense mechanisms and find the soft dork underneath it all?"

Ooblets doesn't have a release date yet, but Glumberland is hoping to hit the second half of 2018. In the meantime, have a gander at the previous developer update, which includes details on four characters and a look at the skill tree. You can also marvel at these screenshots of the new furniture revealed in today's update. 

Ooblets - perplamps


Howdo, sprouts! I’m Rebecca (aka @nonplayercat) the programmer and artist on Ooblets here to fill you in on what’s been going on with our lives and the game’s development over the past month.

If you’re new to Ooblets, here’s a quick lil rundown:
  • It’s an indie RPG about farming, creature collection, and town life
  • Besides the namesake of the game, ooblets are little creatures you grow and befriend
  • Ooblets is being made by me and @perplamps as well as a few incredible freelancers
  • We don’t know exactly when it will be out but we’re trying to get it finished by the end of 2018
  • You’re gonna love it!
Now that you’re all caught up, let’s dig into what we’ve been up to:

Oobcoops version twobcoops



Back in September we introduced the concept of oobcoops as the Ooblets equivalent of Bill’s PC sorta doohickey. This month we decided to revisit the idea and flesh it out into something a lot more fun than just a UI panel.

The main idea behind oobcoops is that if you’ve grown a bunch of ooblets that aren’t in your active party (your followbabies as they’re called in game) you don’t want them to be sad and cold back on your farm, so you have to build little houses for them. Then we added this:



Now you can pop your head in the oobcoops and see your lil babies running around!

It’s one of those ideas where we said “Wouldn’t it be funny if…” and then we did it.

We’re planning to eventually add mini furniture and upgrades to the oobcoop interiors but I dunno if we’ll get to everything before release.

Taxes

In North America, April is the month of spring, a time to relax and enjoy nature and also panic about taxes. Now that we’ve made a company for the studio, our taxes have gotten a lot more difficult, but now we’ve compiled all our papers, signed everything in triplicate, and mailed everything out CERTIFIED, so it’s a big weight off our shoulders. Sure, taxes aren’t directly game-progress related, but we’ve been dealing with them so it’s goin’ in here! Gotta get some value from it.

We tend to take elements of our life and integrate them into the game, so maybe we’ll eventually put in a taxes minigame one day. Maybe it will be paid DLC… Tax DLC.

Content for days



We’ve talked about our bud Sander a lot before. He’s been making a bunch of 3D models for the game so I can focus more on programming these days without slowing down the influx of content.

Lately he’s been designing all sorts of delicious furniture and this month I finally got around to importing and implementing most of them.



We’ve been aiming for more themed sets so you can match up the furniture in your house.



This spooky set is my favorite!

Bustin buggies

Like real life insect exterminators, the work involved in removing bugs from games is not very glamorous. So while I don’t have any pretty screenshots to show you relating to it, I’ve spent a lot of time this month fixing lotsa broken things.

OH WAIT ACTUALLY, I do have one bug related screenshot:



…which is incidentally…

The newest nooblet: Bittle



Bittle is both our first bug-type ooblet and our first design based off a concept by Miski.

Here’s what her original concept looked like:



And here’s what its butt/shell looks like because why not:



Our backers on Patreon helped decide Bittle’s name from a couple other choices like Badbug and Scrabby, so if you want in on things like that you should become a patron too!

Dialogue



Ben (@perplamps) has been busy writing a bunch of dialogue and quests for the characters of Badgetown and this past month we’ve been implementing it all. That’s involved coming up with all sorts of importers, special syntaxes, and editor tools out the wazoo.

There’s still a lot of dialogue and quests that need to be written, but we’ve got a decent base and a pretty good idea of most of the characters already. Speaking of which…

We have a new character! Meet Churles



Churles is Badgetown’s clothing designer and owner of the town’s clothing shop, Kibbon-bon. Sort of a vertical integration thing going on.

He’s a bit finicky and fussy and hates touching doorknobs just like any sane person would who was aware of what germs live on a typical doorknob…

And another whole new character: Millew



Not all of us are easy to love. Millew can come across as a little abrasive, judgmental, and bitter, but I think it might be because he’s covering up some insecurities. Maybe you’ll be able to get over his annoying defense mechanisms and find the soft dork underneath it all?

E3???

We don’t quite know exactly where or how the game might be shown off at E3 this year, but we’re planning to announce a huge feature reveal during it regardless of who’s listening! I think you’re really gonna like what we have to show you.

Also, we’re debating about going in person to LA for E3 this year. Are other devs and artists thinking about going? Let us know and we can meet up if we do end up there!

So that’s it!

Thanks so much for checking out this devlog and if you’re into what we’re doing, please follow and share our stuff on all the things so we can get too big for our britches:
Love ya!
Rebecca
Ooblets

The Ooblets devblog for March showcases some big additions and changes in the upcoming farming/RPG/Pokemon crossover, including four new characters, a closer look at the "grumboire" journal that tracks your progress and accomplishments in the game, improved flags and new Discord emojis, and a "player level unlock tree" that enables "personal development" alongside all the building, collecting, and growing. 

"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," the update says. "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." 

Scavenging and weeding have been "totally revamped," and players can now discover "wild harvestables" that will randomly grow in certain areas. The in-game sales system is also undergoing some changes, and flags will apparently now flutter properly in the breeze—"a big step forward in Ooblets flag technology [that's] bound to revolutionize Badgetown."

Ooblets doesn't have a release date yet, but the current hope is to have it out sometime in 2018—"and not like, right at the start of 2018," as the FAQ states. I wouldn't be surprised to see that change, however: During a February interview with creator Rebecca Cordingley and her cohort Ben Wasser, Wasser suggested that target might be a little too tight.

"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," he said about a planned system for farm automation. "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."

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: 

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