This
made it much easier to make the pieces (with a woodworking
gouge to cut the tile edges). Although the game was quite
fun it was still tedious to score. After a little experimentation
I developed an alternate set of tiles. These pieces were just
two colours - a background colour and part of a spot that
might or might not be present on each 'corner' of the tile.
The pieces in the picture below contain a spot on only one
'corner' but the full set had spots on up to 4 corners. The
basic idea here was to have a game a little like Go but with
the board itself being constructed as part of the game play
and forming part of the strategic element of the game. The
underlying concept of the game was to make complete spots,
and the counting was achieved by using coloured counters to
claim a complete spot.
It was about this point (in early 2000) that I decided
it might be worthwhile turning this into a commercial
game. As I am an enthusiastic German board game player
and thought this game could be turned into something of
interest to that community, I decided to develop the abstract
game into a themed game. The first attempt was a game
which I called Andamooka, in which each of the spots were
Opal mines and players staked a claim on a mine if they
managed to make a complete spot by placing one of their
opals on the spot.
This
is an early prototype for Andamooka.
The problem with this was that the pieces tended to move
around as people played, so I hit on the idea of making
the pieces interlock in some way. The first attempt at shapes
looked something like
After some evolution I came up with the current shapes.
But when it came to putting together artwork, I found I
had difficulty illustrating the tiles so that scale relativities
were acceptable, while still honoring the theme (Andamooka
is in the middle of the desert in South Australia).
At the time I was reading a book by Jared Diamond called
"Guns Germs and Steel" and I was also working on some ideas
for the synthesis of image textures. Somehow these things
gelled together into the idea that I could turn the pattern
of spots on the tiles into a pattern of island and base
the game on the migration of people down the Indonesian
archipelago into Australia and the basis of Sunda to Sahul
was born.
The
evolution of the game itself took another year. Getting
it to a marketable product is another story altogether.