The Making of Peggle
Posted: Sat Nov 10, 2007 12:26 am
Like most PopCap games, Peggle started with a simple thought. The team wanted to make a game that would resemble Pachinko — a colorful, chaotic slot-machine-type game that's a big hit in Japan. In Pachinko, you control the flow of balls that continuously fall from the top of a machine. Then, you just hope the balls can survive a variety of pins and obstacles to fall into a jackpot-type bucket at the bottom. Balls that don't land in the jackpot drop into a tray for which pays out more balls and a chance to win prizes.
At PopCap, we begin creating a game using a bare-bones template — just a basic game functioning without any art or sound to see if an idea will fly. To get things started on Peggle, Brian Rothstein (aka Ace) programmed a computerized world that would simulate gravity and make balls fall and bounce realistically through a field of pegs on screen.
[url=\"http://www.popcap.com/extras/makingpeggle/big_idea.php\"]Read the entire article[/url]
At PopCap, we begin creating a game using a bare-bones template — just a basic game functioning without any art or sound to see if an idea will fly. To get things started on Peggle, Brian Rothstein (aka Ace) programmed a computerized world that would simulate gravity and make balls fall and bounce realistically through a field of pegs on screen.
[url=\"http://www.popcap.com/extras/makingpeggle/big_idea.php\"]Read the entire article[/url]