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Yet another Tetris, but with realistic physics

A topic by wynoo created Feb 10, 2022 Views: 430
Viewing posts 1 to 1

Zeptris is a Tetris-like game where blocks follow the laws of physic.

This differentiates it from the classic Tetris in several respects, but mainly:

  • The position of blocks is not restricted to a 20-rows x 10-columns grid - blocks move continuously so they can stop at every portion of the available space
  • The rotation of blocks is not restricted to multiples of 90 degrees - blocks rotate continuously so they can stop askew

Moreover, to make everything more interesting, you can't rely on sidewalls in medium and hard levels, so blocks can fall off the platform.  When that happens, the platform will rise by a height proportional to the volume of the fallen block.

Finally, based on the same game dynamics, three different game modes are available, with three different goals (so, basically, you have three games in one):

  1. Complete lines of 10 (or more). Here, a "line" of 10 is when an imaginary horizontal line crosses at least 10 non-inclined square units.
  2. Fill at least 80% of the area up to the highest block
  3. Just load as much weight as you can without losing blocks.

    

Note: Zeptris has been designed mobile-first. If you have an Android device,  get Zeptris from Google Play for a better experience.


Polyominoes

Unlike the original game, where all blocks are composed of four squares (they are called "tetrominoes", from Ancient Greek τετρα- 'four'), here you have also dominoes, trominoes and, at hard difficulty levels, event 5-6-7-more-ominoes.

While there are only 7 different shapes of tetrominoes, (I, J, L, O, T, S, and Z), there are 18 different pentominoes, 60 hexominoes, 196 heptominoes, and so on...

Since there are so many different shapes, while standard Tetris clones just randomly pick one of the 7 tetrominoes, Zeptris randomly creates the shape of each block at run time.


Physics

The applied physics is fluid dynamics, with the combined effects of drag force, buoyancy and gravity; while drag depends on the projected area, buoyancy depends on volume, and the force of gravity depends on mass.

Here, the air density and resistance are game constants, while gravity increases by a constant factor every time you make some points.

When a block hurts something for the first time, or when you want to let it fall, drag and buoyancy are set to zero, and the block falls as it would in a perfect vacuum.

This makes the game as playable as the original, with blocks accelerating to a terminal speed that increases with each level.

As a final technical note, the volume of impact sounds depends on their dissipated energy.