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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Lode Tetris
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mikedoty
Developer

Joined: 18 Mar 2006
Posts: 1788

PostPosted: Tue Mar 31, 2009 10:13 pm    Post subject: Development Log - Lode Tetris Reply with quote

i remember Gil posted a thread a while back about game genre mashups. I think you guys will find this combination very exciting.

I've never done a game anything like this one, to be honest. Let me give you a screenshot of the current progress I've made.



This game combines two great concepts: Tetris and Lode Runner. At the start of each level, the player can't reach all of the gold. However, random tetris blocks will fall from the top of the screen. You can see in the screenshot that the player has used some of them to build bridges for the player to get to some previously-unreachable gold pieces.

I'm sure you have many questions. Let me try to answer a few of them.

Can you dig through the tetris pieces once you place them?

No. They come imbued with the magical power of tetris blocks; you can only get rid of them by forming a continuous row of them like in normal Tetris.

What if you let a tetris piece fall on top of the player?

It crushes the player and you must start over.

How do the controls work?

The controls are fully customizable. By default, the WASD keys move the player; the space bar digs. The arrow keys manipulate the tetris pieces. By default, up spins a piece counter-clockwise, but you can set it to clockwise if you desire.

When will this be released?

I don't have a release date; sorry.

If you have more questions just let me know!
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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Sirocco
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Joined: 19 Aug 2005
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PostPosted: Wed Apr 01, 2009 3:06 am    Post subject: Reply with quote

You are a psychotic genius. Now get some Deus Ex in there!
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hal_8900
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Joined: 11 Oct 2005
Posts: 38
Location: Kansas City
PostPosted: Wed Apr 01, 2009 5:47 am    Post subject: Reply with quote

Frankly I think this could use a little more Rampage.
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I_are_n00b
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Joined: 12 Oct 2005
Posts: 88
Location: Houston, Texas
PostPosted: Wed Apr 01, 2009 7:36 am    Post subject: Reply with quote

Do tetris blocks get destroyed when they form a completed line? Do they fall through ladders? What happens when they fall on top of gold bars? What kind of medication should you be taking?
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mikedoty
Developer

Joined: 18 Mar 2006
Posts: 1788

PostPosted: Wed Apr 01, 2009 10:57 am    Post subject: Reply with quote

Tetris blocks do fall through ladders and monkey bars!

The game crashes if a tetris piece touches a gold bar; no computer can handle that interuniversal power!

I can't afford my medication!
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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n29
Developer

Joined: 13 Sep 2005
Posts: 879

PostPosted: Wed Apr 01, 2009 12:05 pm    Post subject: Reply with quote

Nice!!! Make an iphone version!

I think this game would give me a headache.
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PoV
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Joined: 21 Aug 2005
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PostPosted: Wed Apr 01, 2009 2:57 pm    Post subject: Reply with quote

Yeah, that screenshot res is correct too. ;)

The iGDR agenda is upon us. :D
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Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
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sonrisu
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Joined: 31 Aug 2005
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PostPosted: Wed Apr 01, 2009 4:34 pm    Post subject: Reply with quote

I want to play.

What happens if the tetris pieces pile up too high?
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loomsoft :]
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mikedoty
Developer

Joined: 18 Mar 2006
Posts: 1788

PostPosted: Wed Apr 01, 2009 5:32 pm    Post subject: Reply with quote

That's also game over, no doubt about it.
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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sonrisu
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PostPosted: Wed Apr 01, 2009 5:57 pm    Post subject: Reply with quote

Will there be any way to dump pieces if they don't fit anywhere useful?
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loomsoft :]
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mikedoty
Developer

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PostPosted: Wed Apr 01, 2009 6:43 pm    Post subject: Reply with quote

Nope...

You know I was thinking about it, and I decided this game needed a little something more. It doesn't change the gameplay at all, but if offers the player a way to get some optional bonus points.



If you land a tetris piece on Megaman (thus destroying him), you get bonus points.
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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sonrisu
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PostPosted: Fri Apr 03, 2009 6:43 pm    Post subject: Reply with quote

The next coding challenge will be to actually make this.
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loomsoft :]
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Gil
Developer

Joined: 14 Nov 2005
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PostPosted: Wed Apr 22, 2009 7:32 am    Post subject: Reply with quote

I love you? :)
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mikedoty
Developer

Joined: 18 Mar 2006
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PostPosted: Fri Apr 02, 2010 2:49 pm    Post subject: Reply with quote

Beta

Source (Linux, Mac) - http://www.psyguygames.com/lodetetris0.1.tar.gz (~2.6 MB)

Windows binary - http://www.psyguygames.com/lodetetris0.1.rar (~6.4MB)
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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Sirocco
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PostPosted: Fri Apr 02, 2010 5:14 pm    Post subject: Reply with quote

Dude, that shit gets hard in a hurry! Either that, or there's something fundamental I'm missing. My only complaint right now is that when the character falls to the ground there is a little delay before he can more again (windows build). It makes blasting multiple blocks to drop down more than one level extremely tight in terms of timing. Very easy to mess up, that.
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0xDB
Developer

Joined: 26 Dec 2005
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PostPosted: Fri Apr 02, 2010 5:34 pm    Post subject: Reply with quote

"You're alive! :)" -underground empire liftboy
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0xDB
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sonrisu
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PostPosted: Sun Apr 04, 2010 10:33 pm    Post subject: Reply with quote

I downloaded both binaries. Not sure how I missed this. My cookies are screwed up and apparently there have been a few day's worth of posts I didn't realize were even there.

Started playing a bit. This is pure insanity and pretty fun! I need to play a bit more and get serious. It's late, my brain isn't working, and I can't beat "can you dig it". Maybe when my mind is fresh I'll see what I'm doing wrong.

For some reason I really like the music too.

Also: way to resurrect a year-old thread.
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loomsoft :]
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Sirocco
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PostPosted: Mon Apr 05, 2010 3:19 am    Post subject: Reply with quote

Quote:

Also: way to resurrect a year-old thread.


Necroposting FTW!

My brain has to work overtime moving both the player and the blocks.
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mikedoty
Developer

Joined: 18 Mar 2006
Posts: 1788

PostPosted: Mon Apr 05, 2010 6:49 am    Post subject: Reply with quote

Can you dig it is kind of a stupid level. I'm not sure what I was thinking when I made it. It's entirely beatable but it's not very elegant. When I play it I don't have any set strategy. If it were a Wii game, the way to beat it would be to swing the wiimote more.

It would be (a little) easier if the controls were a little less shoddy. If you play with it, you can see how I handled ladder climbing alignment (hack job). I think the WASD / arrows / space setup works ok, though. I'm pretty sure that the game has an inherent "controlling this is hard" factor by its very nature. Would it be any easier with a gamepad?
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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Sirocco
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PostPosted: Mon Apr 05, 2010 7:00 am    Post subject: Reply with quote

Quote:

I'm pretty sure that the game has an inherent "controlling this is hard" factor by its very nature. Would it be any easier with a gamepad?


I was thinking about that this morning. The only thing I could come up with that might be a little more intuitive would be a Wiimote+chuck setup where you move the player with the nunchuck, then tilt and move the blocks using the remote. There are many different ways to accomplish that last bit, in terms of motion control.

But as far as keyboard goes, arrows + WASD is likely the best solution. I'd have an easier time if the player interacted with ladders and falls in a more streamlined manner. I got hung up frequently stopping short of the sweet spot to climb a ladder, or pausing after a fall.

Gamepad? I guess you could use dual analog and triggers to control block rotation.
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