We came up with the idea of StoneLoops! less than 3 years ago when Luxor and Luxor Amun Rising were topping the charts. At the root of the idea there was a very simple (yet powerful) twist on the usual marble popping mechanics. We would try to blend the mechanics of Luxor with the pull and push gameplay of Astropop. We knew that what we came up with would work the moment we completed the prototype. Making it took us about 3 hours with one of the early versions of our in-house game engine CUG Framework.
On the screenshot to the right you can see how the prototype looked. If you’re interested you can even give it a try! Anyway, we had this great idea but we didn’t have the time to implement it. This was because after completing Magic Match and witnessing its success, we (me and Konrad) decided to
finish our master studies. Then we would be setting up an office and gathering a team of developers. But that’s another story.
In the end we decided to outsource the development of StoneLoops! to a second party developer – The Farm 51, also from Poland. Everything looked good up till this point. We had a solid initial design, a working prototype and a company run by retail industry veterans to develop the game. What more would you want? A lot, in fact. According to the development contract StoneLoops! was to be completed over a period of 4 months and launched before December 2006. Yes, this is not a typo. The game was finally launched in March 2008, which gives a 16 month delay to the original schedule. Interested what the hell happened? Read on!
Continue reading “The making of StoneLoops!”