A (hopefully) cool tetris-like party game
A (hopefully) cool tetris-like party game
I’ve refactored the unholy spaghetti that is my codebase. That’s all I have to update.
I’ve attempted to include 2 videos in the last devlog, but for some reason it only shows 1 (and it’s dulplicated, i am so confused), so I’ve squeezed out an extra devlog just to upload that video.
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I’ve implemented a simple server! It’s using WebSocket because I’d like to provide a web demo in the future, and WebSocket is perfect for that. Also, I’ll be able to host dedicated servers in addition to LAN P2P with the same codebase, which is a nice bonus.
I’ve also (embarrassingly) attached my tetr.io gameplay clip instead of my project in the last devlog (when can we get the ability to edit devlogs btw), so I’ve attached it to this one. Sorry! :P
There’s now SFX for placing pieces, spins, comboing and perfect clear. I’ve definitely spent way more time then a hour but hackatime is not avaliable for audacity and musescore :(
I’m think the sound of spin is kind of weird and does not fit, though. I might change it later.
Anyways, here’s the video!
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I looked for feedbacks in slack and some gamedev discord server and altered a few things:
I’ll now begin to work on adding sound effects.
Now when you perfect clear, it does a cool spin!
You might think that this update is not as ‘packed’ as my previous devlogs, but it’s because while I’ve done quite a lot, it’s all just refactoring my spaghetti, and I don’t know how to present it.
I’ve also poked around the repo of Flavortown. In theory, if I include this link: https://hackclub.slack.com/archives/C01504DCLVD/p1766762314668419, I’ll get an achievement, let’s try it!
We’ve also officially hitted the 10 hour mark, so that’s pretty cool.
Well, that’s a really general description, and I don’t even know how to convert it into English sentence, so here’s a changelog!
Rebuilt everything using Godot’s Control node for easier handling of different screen sizes and stuff
Every display (the board, next and hold piece) now uses the same skin system, so I don’t have to apply skin 3 times. If you look closely at my last devlog you’ll see some discrimination, which is now fixed :D
Reworked the spin animation so it looks more smooth
Adjusted Next piece display’s height so it doesn’t have an awkward blank space
Most importantly, I’ve visualized what clears have you made and the back to back chain, and I’m quite happy with the animation!
(In case this devlog looks weirdly spaced, sorry. Flavortown’s markdown is in a weird state rn. The subtitle renders correctly but not the bullet points and they just disappeared. I’m adding some space between those bullet points to try to make it easier to read, and I have no idea how this will turn out.)
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For the past 2 hours or so I’ve been working on juicing things up:
I also feel like now’s a good time to yap a bit about what I want this game to be.
Basically, I love tetris, but now there’s a skill gap between me and my friends so they no longer want to play with me :(. I want to create a Tetris party game that will be fun and balanced even if players have skill gap, and make it enjoyable for everyone.
I’ll talk more about it in later devlogs. For now, cya!
Yep, that’s right. I spent 5.2 hours making a Tetris engine. Please trust me that it’s worth it, though, and no, this is not my first time using Godot.
You see, while Tetris is a popular simple beginner project with tons of tutorials, most of them implements it ‘incorrectly’. There’s actually standards on what Tetris is, including rotation system, kick table, bag system, piece spawn position/orientation etc, which allows for crazily fast Tetris. Most tutorials just go as far as ‘blocks fall and when line full clear line’, but that’s not enough for me.
Here’s what I’ve done:
The engine I’ve created is exteremly module, you can swap rotation system or throw some pentrominos at the player and it won’t complain.
Here’s a video of it! (I’m an S+ player on tetr.io, btw :D)
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