What sort of development tools are used to make World of Goo?
RC: We started out making this game for PC and at some point decided to make versions for Wii, Mac, and Linux, so I ended up rolling our own platform-agnostic framework which now uses SDL, D3D, and Bass under the hood. I’m so grateful for open source initiatives! We use ODE for physics, TinyXML for all our animations and config stuff, SVN for version control, Mantis for bug tracking, and custom level and animation editors. Developing this game would have been very painful/expensive had it not been for a solid open source foundation. What do you think the most interesting element of your game is? RC: When I first showed the game to my mom she played it for two hours straight and only stopped when her back started hurting. Kyle’s cousins actually fought over it. People who have never played a game before laughed as they played it. To me, this kind of draw is magic and I can’t explain it. Maybe Kyle has a theory. KG: People seem to like “the friendly Sign Painter” – a mysterious tipster l