The tumbledrop 'launch' was a success! ^_^ The game has been received well, and was even posted up by a few gaming blog sites. I managed to get a lot of feedback about it, and I just need to compile a list of bugs to fix. I've decided that I'm going to aim to release a 'final' version of this game in about three weeks time, before London Expo. It's long enough to take off the pressure, but soon enough so that I don't get distracted and don't want to go back to it. So, some time around 23rd October expect a shiny new version.
So, now that Tumbledrop is done, I figured I should take some time out on this blog to consider how the development went. Today I'll focus on 'concept art', and take a look at what I produced.

"game - shape stacking.psd" (11-Aug-2008)
At the time was just a doodle of a potential game to make, one of many that exist. I wanted to do something very simple with the physics engine in unity, and figured that a 2D game with shape stacking would be good. I had played and enjoyed some 'physics tower' games before, but didn't like the square shapes much. The folder is called "Topple Tower" at this point, and this became the unity project filename too.

"game - shape pieces.psd" (12-Aug-2008)
I had settled on which of the pieces I liked, and I started to mock up a bunch of different shapes. I was aiming for some geometrically robust shapes, but also ones that would roll and tumble in an interesting manner. I was also trying to settle on some sort of look for the faces at this stage. I had also changed the stage to an island at this point.

"game - shape mock 2.psd" (13-Aug-2008)
So, this was the mock-up that I posted when I started this blog, and this pretty much became my aim in terms of what to achieve. It was called "TumbleTower" here, as I was still trying to settle on a name. I think I managed to get most of the visuals here in place, such as splashing, stars upon impact, and scared faces when the shapes are falling. The clouds in the sky I threw out because they conflicted with the GUI, and hot-air balloon in the background is still penciled in. The number on the island at this point was going to be the moves guage, but I didn't like it there.

Page from my sketchbook, around the same time...
Not all the concept art for this was done on computer! As well as many post-it notes that I have since discarded, I was drawing up ideas for shapes and visual designs in my sketchbook as well. This was when I came up with the 'triple', the three pronged shape you see here, which is probably my favourite of the tumbledrop shapes.
Of course, I didn't commit myself to development at this stage, and I only announced my intention of developing it some 10 days later. This was more like 'maaaaybe I'll make this'. I then went on to do some small tests in Unity and MAX to see if I could make the shapes and have the physics work, which pretty much took us to the 22nd August when I decided to enter the Unity contest.
Next time I'll post about how using Unity worked out for me. :)