generalized floor kick (20g) ?

Thread in 'Discussion' started by herc, 13 Apr 2007.

  1. tepples

    tepples Lockjaw developer

    If you want real freedom, then we could implement Pipe Dream/Star Sweep style control:

    • Left, Right, Up, Down: Move piece by one cell. Piece is allowed to overlap blocks. Hold direction for DAS.
    • Rotate Left, Rotate Right: Rotate piece by 90 degrees. Piece is allowed to overlap blocks if kicks fail.
    • Hold: As in Tetris.
    • Lock: If the tetromino is not overlapping blocks, hard drop. Otherwise, move the tetromino up until it is not overlapping something.
    That would really change the game balance.
     

  2. i would like to argue against your statement:


    if you just punch down arrow key up+right (or down and right) at the same time and rotate, how should this slow down gameplay? i think you just would need to get used to the added degree of freedom..


    and it could / should be made optional, i.e. just normal kick behaviour as the gamer is used too playing tgm or whatever, and then the added flexibility to change / force kick direction by pressing up or down arrow key...
     
  3. @tepples: thanks alot, i will look into pipe dream / star sweep and think about your idea!
     
  4. jujube

    jujube Unregistered

    herc what you're talking about sounds similar to "rotate left twice" in that it wouldn't be something you would have to use but you could do it on occasion when you think "oh yeah i can do that." maybe gradually it would become more instinctive and you could do it more often without thinking. i still agree with ct though. anything that requires more button presses (which is where this differs from rotate left twice) seems like it would form bad habits which would put a cap on your speed.


    if instead of speed you're going for efficient stacking for tetrises, this seems like it would help similarly to the hold box.
     
  5. mat

    mat

    if you are interested in complete freedom of movement then why are you playing 20g?
     
  6. DIGITAL

    DIGITAL Unregistered

    Perhaps he's not looking to play in either 0G or 20G but a mix of both. I think such a system can work fluidly if these two conditions are met.


    1.Floor kicks without rotations

    2. Tetrominos cannot pass through blocks directly above them (e.g. an overhang)
     
  7. 20G is synonymous with constrained movement. Otherwise what's the point of falling instantly?


    One thing I'd like to see is 0G with wallkicks based on the piece shadow. Well, you'd have to first check for kicks for the active piece itself, then if there were none try to kick based on the shadow. This would open up some 20G techniques that would probably save some time for all the 0G time attackers out there.


    But it wouldn't be 20G!
     
  8. mat

    mat

    which game was it that had 20g but a full range of initial movement? that might be what you're looking for... although i still feel that the whole thing is just making the already silly SRS 20g even sillier.
     
  9. Agreed. And the game you're thinking of is Success's Tetris Kiwamemichi, which is both arcade (unmamed) and ported to PS2.
     
  10. DIGITAL

    DIGITAL Unregistered

    Well, I feel like I'm repeating myself but this new system of playing is not meant to be 20G. It only carries aspects of 20G. Therefore, I don't understand the silliness you're referring to. It's a new way to play, not a replacement.
     
  11. tepples

    tepples Lockjaw developer

    Could it have something to do with the fact that Mr. Rogers doesn't like the firm drop key? This "kick from the shadow" would be equivalent to a firm drop plus a rotation.
     
  12. DIGITAL

    DIGITAL Unregistered


    And this is what this 20G and 0G combination accomplishes.
     

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