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(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.