Ideas for a TGM-style game

Thread in 'Discussion' started by makalaka, 2 Nov 2007.

  1. Well, since I've made about 0 progress on this so far, I'm just gonna toss some ideas I had...


    More emphasis on sub-20G

    I always thought that 20G was "easy" in a way, since the piece always goes straight to the bottom, but with 3G, 4G, 5G, etc, you potentially have more options depending on how high your stack is. Of course, some moves that would've worked in 20G could also get screwed up at a lower gravity, so now it's "harder" in a way, but I don't want to make things hard just for the sake of being hard.


    Removing pieces after dropping them

    Actually I already had a name for this: the Takeback, and yes, I thought of this before TOJ's "fix misdrops for 200" appeared. Basically it works like this: If you drop a piece, it locks, but then you decide you didn't want it there, you can take it back and get another chance to place it. It does not affect the piece sequence, so if a piece appears in the preview that you don't want, you can't just takeback to get rid of it, although you could replace the last piece to accommodate the next piece better. If you do this, the level counter drops by 2 (it can not go below zero, but you can end up going from 101 -> 99, though the "next section" (200) wouldn't change)

    The button itself behaves similar to Hold, you can only use it once per piece, but beyond that you can use it as much as you want.


    Score

    I wanted to make score important again, where your grade depends on the score, but it would also behave more like TGM2, where it would decrease if you play slowly (and perhaps by using takeback...)


    That's all I have for now...
     
  2. Perhaps have the score itself decrease slowly, with the rate of decrease some sort of function of the score itself, so it decreases faster as the score increases.
     
  3. Here's an idea for a game I've been fiddling around with for a while. The main ideas are for it to be simple, logical, and fast, with challenging goals.


    Firstly, the rotation system:
    • SRS initial orientations
    • Like SRS, four orientations for all tetrominoes but O
    • One-eighty rotation with designated kicks
    • Smart floor kicking, meaning when a tetromino is against the floor, rotating it will put it in the columns it would normally go in as if rotating in the air. Second floor kick fails.
    • One left / one right type kicks.
    • No hold, lots of previews, customizable DAS (repeat rate is always instant, but will not teleport through stuff in 20G), no initial or line clear delay
    • Hard drop and soft drop that acts as a firm drop
    Then I've come up with three modes:
    • Sprint: one hundred lines, option for 0 or 20G with no lock delay.
    • Score: 2n-1 where n is the number of lines cleared. Entry reset type lock delay, where it will eventually become impossible after like ten minutes.
    • Survival: you get to pick the number of frames of entry reset, then you try to survive one hundred lines of it. If you succeed, the number of entry reset frames gets recorded as your survival index.
    Then online multiplayer:
    • 2n-(n+1) gabage sending, real-random garbage, identical tetrominoes/garbage. If game lasts too long, TOJ-type killer thing kicks in.
    Well, that's the idea anyway.
     
  4. ... and I got some idea/guideline/that-would-be-cool-if about the infrastructure:


    • ranked and non-ranked game mode
    • ingame chat
    • statistics: win/loss ratio, graph with selectable time scale, longest winning/losing streak, tetris per game/section
    • autorecording
    • multiplayer training/replay mode were one player would play while other are able to pause, make indications of how they would play, rewind into a prior game state
    • achievement ! Unlocked by score/grade, unnatural piece movement (<x>-spins), survival time...
     
  5. mat

    mat

    while we're throwing out useful, unimplemented features i've always felt that an "over the shoulder" training mode would benefit my friends learning to play: quick buttons for infinite lock delay/0g-20g/a pause that does not obscure the field/and most importantly a "rewind" button, that would bring the last piece placed back up, paused, and you could rewind as many times as you want, kinda like the TAS emulator thing/and the option to save and then replay a piece sequence. all of these readily available to change in a single game without going back to a menu screen.
     
  6. Air Gear

    Air Gear Unregistered

    In a homebrew I'm planning on working on later (we'll see if it ever happens), I was thinking that it'd be fun to have the level directly tied to a sort of TAP internal grade. It would be good for letting people go as far as they're comfortable with going in some sense (depending on the specific implementation) and as such would give the best possible experience for a large number of players. Yes, torikans of some sort, whether "time to a certain number of pieces" or "level at a certain number of pieces" would be a good idea in this case just so people don't go forever at sub-1g. I've also thought it'd be fun to have weird "simultaneous objectives" like where the > stacking challenge isn't meant to go all the way up the board, but what you do build is meant to stay there as long as possible. The "simultaneous objectives" idea, though perhaps not with the >, could also be a very interesting thing to do with Versus mode...
     
  7. wonderfull ideas! if i just had enough motivation, i would implement them all. especially that networking stuff. by the way - for the programmers among us - i found a very simple and easy to use networking interface, in fact a complete c++ cross-platform lib:

    SFML

    http://sfml.sourceforge.net/

    check out the networking tutorial - it just cant get simpler to do networking.
     
  8. yeah herc, you should totally make a multiplayer online game with tc theory to back it up. it'd totally blow cultris and tnet out of the water.
     
  9. nice words caffeine, but to be honest i am a total noob in terms of networking. though i really want to change that, i no time soon will ever be able to come close to online multiplayer.. thats a high number above my skills.

    if i could do network programming well, i wouldnt have time to post right now here, but would sit in some company and make loooots of money. afaik network programmers are the highest paid programmers not only in game industry.
     
  10. We should have a collaborative project on [edit out]. Surely someone either would be capable of making the multiplayer element, or knows someone who would.


    Then we could have something with the customisability of Lockjaw but with an online mode.
     
  11. And we could brand it [edit out]
     
  12. uh uh guys.... stop it!


    tc cannot sponsor or exclusively support any fan-made game.


    talking about making a fan game is fine, but mixing tc into it is not.
     

  13. I read this post before the edit out, but I can't remember what it said. I hate that...
     
  14. DIGITAL

    DIGITAL Unregistered


    I'm sure it has something to do with TC in it. [​IMG]
     
  15. tepples

    tepples Lockjaw developer

    Disambiguate!


    Testicular Cancer, Technetium, Trusted Computing, Total conversion, Tom Cruise, Turks and Caicos Islands, Turismo Carretera, Twincam, Telecine, Time code...
     

  16. I didn't mean directly from the site. I just meant from the community.
     

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