Creating the Environment
Now that you have a tentative idea for a tip-board chutes-and-ladders type of game, you need your game to have some sort of path to give the player a goal and purpose for the marble. Good portals will move you farther along the path, and bad portals will drop you back. For the path itself, because a typical casual game is meant to be played multiple times, the path should be either generated at runtime or at least chosen from a pool of possible paths. Because creating the logic and code for a fully automated path is beyond the scope of this book, you will compromise by creating an authoring system that will let you design paths quickly and store them in efficiently small sizes.