Game Progress
Here's the first screen that greeted me once I got my XML parsing working somewhat correctly. It's a grid of (overly large) pegs. I quickly fixed their scale. In addition to being black and white you'll notice is that the pegs have random colors. I have a mechanism for explicitly assigning a particular peg image if necessary.
Next I got the first bucket displaying correctly (from XML instead of hard coding). Objects in the game can have multiple sprites and shapes attached to them. For now I made the bucket a normal rectangle, but there isn't any reason why it can't be a different shape. I'm trying to make it super easy to create new levels. I just don't have time to waste since I'm doing all of this by myself.
The second image is where things stand now. One bucket in the lower left corner and a grid of pegs. It should be trivial to add the remaining buckets now that I have one working. The main thing is to have the game automatically remove pegs that are overlapped by other objects (like buckets).
I placed my preorder for an iPad today. That's a lot of cash to splurge on an unproven piece of tech. Hopefully it was the right decision.
I think I have a nice, clean way of having the game support both iPhone/iTouch and iPad with the same build. There are two downsides to this approach. First, given the required increase in resolution on the iPad, the downloaded package will be larger than it ought to be for iPhone/iTouch users. There just isn't any way around that without compromising the iPad version. I don't expect the game to be huge anyway. Second, the aspect ratio is different between the two so it's not just a simple matter of scaling things up. I have some ideas, but haven't settled on what to do about that yet.
The next object to add to the XML is a ball launcher. I'll start with a simple one, but levels will potentially have different types of launchers. Once I get that then I should be at the same state I was a week or two ago with the last movie.