Tuesday, 23 October 2012

The history of Snowball Earth - now playable!

Today we release the complete playable prototype of our cancelled game Snowball Earth! This is the game that we worked on at Ronimo for a full year before we made Swords & Soldiers. Since Snowball Earth was never finished, we never really talked about it either and kept the prototype hidden. Such a waste! The prototype contains over an hour of gameplay and some really cool ideas, so it is awesome to finally show it to the world!

Snowball Earth is a really interesting game, both in how it failed and in the things it did well, so it provides tons of material for future blogposts. Today: what it is, and why it was cancelled!

To play Snowball Earth, you have to download it through Torrent. If you don't have a Torrent client, you can for example use the free Bittorrent.

Snowball Earth Prototype Torrent

Note that because this is an early prototype, this is all pretty unpolished! No tutorial, ridiculously long loading times, quite a few bugs and it only plays well with an Xbox 360 controller. However, the concepts of the game are really interesting and work well, so give it a try!

The trailer that we made early 2008 to pitch the game to publishers. Showing the player in the trailer was all the hype in Wii commercials at the time, so we tried a bit of that here.

Snowball Earth was our first official game as Ronimo Games. De Blob was not entirely made with the same team, and for Snowball Earth we had decided to really start our own company and make a commercial game. We were still students at the time, and this was our group-graduation-project. After we graduated, we kept working on it, but mainly on extra stuff, like the puzzles prototype that is also in the Torrent. The main game that we are releasing today was basically our graduation project at the Utrecht School of the Arts, and it was also our official start as a company.

Snowball Earth was to be a console game for the Wii or the Xbox 360. A 3D adventure in the style of Ratchet & Clank, although for our first game we wanted to keep things a bit simpler and more doable than the fantastic Ratchet & Clank Future: Tools Of Destruction, which launched around that time, and was a big inspiration for us.

After the colouring gameplay of De Blob, we wanted to find some new innovative mechanics, and went all out on that. So much so, that we ended up with not one, but two really interesting mechanics. These two mechanics are not just what makes Snowball Earth shine, but also its downfall...

The first and most striking mechanic is the melting. The entire world is frozen, and the player melts the snow by simply moving through it. This is a pretty spectecular effect: snow turns into puddles and then into grass, plants pop up everywhere and the ice disappears from the rocks. It is quite a sight to behold, and simply walking around while transforming the world around you is already a lot of fun.

When melting is enabled, everything around the player comes to life. I consider this completely dynamic system one of the most impressive things we have made so far. It was also an enormous amount of handwork to create, though...

The sound effects for Snowball Earth were made by Aline Bruijns, and the music by Erik van Woudenberg. They graduated in audio in the same year as we graduated in game development, and they did some great sound work on Snowball Earth! Aline later started the sound studio Audio Rally Sound Design.

Click for high resolution

By now several other games have done kind of similar mechanics, like Prince of Persia 2008's restoration of life after a boss has been killed. The effect there is a lot less dynamic, but it was still kind off odd to see a game release with a similar idea after we had already cancelled our own take on it. (By the way, I absolutely love that Prince of Persia game, definitely my favourite in the series! I think it's a very rare open-world platforming gem!)

The other unique mechanic of Snowball Earth are the Robodogs. These are little robots that run along with the player. When you shoot them with the right stick, they become physics balls and can be used as projectiles in combat, or to get them to spots where the player cannot go. The player can press the right trigger to pull them back. This allowed for some great combat and puzzles. For example, hitting enemies in the back does extra damage, so deliberately shooting your Robodogs past an enemy and then pulling them to hit him in the back is a great tactic, and a lot of fun to do.

The physics gameplay with the Robodogs turning into balls.

In terms of story, the premise was as weird as one would expect of a Ronimo game. In prehistoric times, a little alien robot on an orbiting spaceship accidentally pressed the wrong button and thus froze the entire earth! As punishment, he is sent down to fix his mistake. He goes looking for sources of heat, like volcanoes, to melt the snow. However, during his quest he finds strange fridges everywhere, and discovers that he has been deceived: a fridge manufacturing company has illegally sold all these fridges to the yetis, and this is what really froze the earth! On his epic quest, our little hero must battle the evil polar animals, close all the fridges, and prove his innocence!

With the two unique mechanics and all the hard work that went into Snowball Earth, why was the game cancelled? The answer is quite simple: no publisher was willing to fund the game, and it was too big to make ourselves. We pitched to all the big publishers: dozens of meetings at Gamescom 2007 and GDC 2008. Quite a few liked the game and kept communications with us going, and some even invited us to do internal pitches to the entire team in their offices, but in the end no one wanted to really go with this.

I think there were two main reasons why publishers didn't want to fund us. The most important was properly that we had no track record. Making a big 3D game with a team that has no console experience whatsoever is an extremely risky endeavour, and no publisher would want to fund that until we had proven that we could actually finish a game on console.

At the time I was totally convinced that we could make this game, but right now I am very happy that no one funded us. We wanted to make the game in only 1.5 years, and wanted to grow the team from 7 to 15 developers for that. Just finding 8 experienced developers is already a difficult challenge... Let alone finishing such a big game with such an inexperienced team!

Swords & Soldiers and Awesomenauts were both much more realistic plans than Snowball Earth, and they both took way longer than we expected. If we had actually started making Snowball Earth, it would probably have taken us at least 3 years to make it. In fact, with our current team (13 full-time developers plus a number of interns) and my current experience (two multi-platform console titles), we still wouldn't be able to make this in 1.5 years. Snowball Earth was just way too big for our team size and total lack of experience at the time...

Click for high resolution

The other reason publishers didn't want to fund the game, is that it was a difficult sell to their marketing departments. What similar games were out there, and had been a success? At that point 3D platforming had not been a big market for years (except for Mario Galaxy, of course), and our game also had all these original mechanics that could not be easily compared to other marketing campaigns.

Of course, I know now that making weird stuff is a good way to gain attention and thus great marketing for indie studios like us, so I don't necessarily agree with these marketing arguments. But there is another, deeper problem within Snowball Earth: the mechanics around the Robodogs were all pretty complex, and thus for a slightly more mature audience. The melting mechanics, however, were very kids-friendly, but didn't bring us any gameplay depth besides the simple fun of walking around melting everything. So our two innovative gameplay concepts just didn't mingle all that well. Now add that our main characters were robots, and that robots just don't work for mass audiences. Except in Wall-e, of course, but that's not enough to go by.

We tried addressing these issues by focussing more on the physics gameplay. So after we had graduated and had finished the main prototype, our game designers made a whole bunch of puzzle levels. They bundled those in a prototype level with hardly any graphics, but some really interesting gameplay. This level is much less polished, and the physics are not precise enough for such puzzles, but it does show the great potential of these mechanics. With more time, I think we could have turned that into a great 3rd person physics puzzler. These puzzles are pretty difficult with all their bugs and the lack of a tutorial, but I still think the ideas are great, so they have been included as a second level in the version of the game that we are releasing today.

Some gameplay from the puzzles level of Snowball Earth.

To react to the publisher critique on the robots, we also made tons of designs for non-robot characters. We have some absolutely ridiculous concept art of dogs in round spacesuits, so I will post those soon as well!

After a year of work on the game and no money and no publisher, we finally got access to Wii devkits. This allowed us to start developing Snowball Earth on console, so that we could finally prove to publishers that we could actually make this game. However, what if publishers still didn't want the game at that point? Then we would have wasted even more time on what already seemed like a failed project! So we decided to cancel Snowball Earth altogether, and start working on something smaller, something that we could actually finish ourselves, on those Wii devkits that we got. The became a little game called Swords & Soldiers...

(Of course, the history from then on was paved with a lot more success: Swords & Soldiers came out on Wii, PS3, PC, Mac, Linux, iOS and Android, and got great reviews and won several awards. Awesomenauts was recently released on PS3, 360 and PC, again to great reviews. Seeing Snowball Earth fail because it was too big, was exactly the lesson we needed to learn to keep it smaller and more doable in our next games!)


  1. Nice idea to release it, it's fun in a "Games That Weren't" kind of way.

  2. That game looked great, a shame that no publisher dared to fund it. (or good according to you)
    The world gives a nice ice age kind of feeling, and ice age has lots of fans. :)

    One question though, how did you guys get the money to make Swords & Soldiers?

    1. Swords & Soldiers was made without any real funding. The game was small enough to build without hiring extra people, and we (the seven founders) could still live from our really low government money for artists (€600 per month at the time).

  3. Excellent post, I love the sounds! Aline Bruijns did a fantastic job with the plants "popping up" effects and Erik van Woudenberg's tune in the videos is very appropriate for the style of the game. Any chance of a separate download link for the music?

    It's interesting to see how you reflect back on the publisher's decision to not go with your project at the time. It does seem that the best approach to becoming a successful indie developer is to start very small and build a track record of successes before tackling something with a scope as large as Snowball Earth.

    1. Note that the music in the main trailer is not by Erik van Woudenberg. The in-game music (in the other three videos) is.

      My stance on doing projects like this as a starting indie studio is very simple: you should always start with making something that you can do on your own. Looking for funding can be a nice bonus, but if you fail to get funding, you should still be able to finish and release the game (although maybe a smaller version).

      Getting funding as a startup is incredibly difficult. Working on something that has a good chance of getting cancelled altogether is a real waste if you can also work on something that you can actually finish yourself.

    2. Ooo yah actually the music from the other 3 videos is what I enjoyed more. :) Kudos Erik!

      I am glad that I agree with your stance on doing projects like starting an indie studio - as I view Romino as having a bright future with the quality I observe in Awesomenauts - ( Haven't played Swords & Soldiers ). My own intent is to finish at least one small XNA project by myself to completion by myself.

      I believe another challenge with indie developers is entering the console market to begin with; as the development kits seem to be very restrictive. It seems like targeting the PC first, or working with something free like XNA, are really the only ways to get your feet wet on your own.

      I suppose the idea is to develop your software in a way that when access to a console devkit becomes available - you can port your engine to that API with hopefully minimal headaches.

      Any thoughts on the Ouya platform?

  4. Any chance to be launched in WiiU eShop?It's a really nice game e looks great!I like see this in the future :/

  5. Early prototype or not, it demonstrates incredible creativity and I'm genuinely surprised that no publisher was willing to fund its development. I do feel that you drew the right conclusions from it, nice work putting this out!

  6. try luck with kickstarter

  7. The idea and look of it is awful, I'm glad you guys didn't go through with this. It looks like a lot of the shovelware on the Wii.

    S&S and Awesomenauts are really awesome though.

  8. é um jogo com uma ideia super original, eu compraria achei muito valido todos os elementos, parabens aos criadores, é realmente uma pena este jogo não ter sido lançado.

  9. Hello, I was wondering is there any chance you might put the game on Kickstarter? I think the game looks and sounds like it would be a fun game. So if you make a Kickstarter you will have my money.

  10. Also consider steam greenlight when it is completed!

    ps. Is this still made in ogre? And if so, how did you get the 3rd person camera working? I'm just starting with Ogre and can't seem to get the camera right :(

    1. A Camera object in Ogre just has the functions setPosition() and lookAt(). All you need for a 3rd person camera. Beyond that, you just have to calculate the position yourself by calculating a position behind the character to set the camera to.

  11. Sad to see this was cancelled, would have bought it..
    like the idea, the concept - looking forward to try it when home.

  12. You aimed to do only the prototype on Ogre o the full game as well? you still use ogre on todays project (awesomenauts?(

    looks awesome! (and even better when I played =) )

    1. Only the prototype was to be done with Ogre. There is no console version of Ogre and we didn't want to port the engine ourselves, so we planned to use Gamebryo on console.

      At Ronimo we make 2D games now and we have our own multi-platform engine for that: the Ronitech. I still use Ogre a lot, though: for my hobby projects. Proun and Cello Fortress are both Ogre. :)

    2. o, I asked cause i saw some ports on the Ogre forum.

      Good to know ^^


    3. Yeah, there is an unofficial PS3 port, I think, but there is a big difference between getting an engine to run, and getting it through certification. Getting file handling right is very complex, and an engine that has never gone through that might be very difficult to tweak to make it pass all certification requirements. Also, I have no idea how good the quality of that PS3 port is in the first place.

  13. I also vote for Kickstarter.
    Back in those days such games needed a publisher but nowadays players can help you.
    I have no idea how much you need - but I saw totally bad games which raised $100 000 so this nice game must earn more!
    If many people like your idea (which is really awesome - the game is totally in "Ice Age" style - fun and fresh) the project funding may be successful.
    If you have no other plans please go back to this game!

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  15. Albeit late, does the 11011 (assuming) on the side of the ship mean anything??

    1. Note that I can remember. Probably just random binary because the main character is a robot. :)