Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dungeon Tetris

A topic by Numeron created Mar 05, 2021 Views: 1,633 Replies: 10
Viewing posts 9 to 11 of 11 · Previous page · First page
Submitted (1 edit)

Day 6:

All the extra bits and pieces of the tetris code are done (I think), except for maintaining the tiles they spawned with. I additionally made it so the blocks occasionally spawn with like bones or other stuff, but the bones (and other things like columns, crates) have a similar issue to the floor - there's only one feature called bones, and the renderer picks a particular bones from a set to display based on the tile x/y. Since the blocks can move around it means the bones change every time they move.

I also implemented a kind of enemy that lurks in the pit/water of the tetris field - moving blocks over them hides them, and permanently landing blocks over them kills them. They don't move, and act either as a shooter or spawner. This should help encourage the player away/toward them depending on the situation. The spawners in particular will be helpful because they will cause the play to have to choose between moving/attacking or controlling the tetris blocks.

Well anyway... have some screenshots! I put the glowing bar tiles in to visually represent various spawn locations, to help me get an early feel on whether there are too many/too little: Magenta is lurker, cyan is regular, red is item. Should actually get the enemies in and fighting today, along with item drops etc.


Submitted

Day 7:

Today, everything is pretty much in place - I'm just playing the game over and over to try and balance things, iron out bugs, and implement minor polishing changes.

There is one major bug that I can't seem to work out. Extremely rarely, like one in several playthroughs, the turn manager gets in a wierd state where the player starts getting two turns per every enemy turn. Very wierd, since there's nothing unique about the player from the turn manager's perspective. The turn stack is a custom linked list, and I think the links must be getting messed up somehow...

Anyway, some screenshots of the game in action!


Submitted(+1)

Dungeon Tetris has been released!

I still have until 10am Sunday for more bug-fixes and balancing, which is 12 hours away - but this is pretty good for a release candidate!

Viewing posts 9 to 11 of 11 · Previous page · First page