TETROMINO STACKER


Tetromino Stacker
Tetris-ish clone game that uses the Super Rotation System (SRS) and T-Spins. Currently, only playable in single player marathon mode on pc.

About the Development & Creation of Tetromino Stacker

Tetromino Stacker was developed with flexibility and scalability in mind to allow for the addition of future game modes, mechanics, and new pieces. This was achieved through compartmentalizing and breaking down components so that they are as close to plug & play as possible by introducing the following:
– Finite State Machine: Made transitions nearly seamless with each state containing its own rules and calculations. Some examples are the Loading State to set-up the game board from the passed in game mode, the Moving State to apply the game piece mechanics from the user input and the game world rules, and the Locked State to calculate the end of turn achievements and scores.
– Scriptable Objects & Piece Mechanics: Each game piece is created at run time from predefined Scriptable Objects that connect to their individual mechanics (rotations and wall kick behaviors) in a matrix. This allows for new pieces and mechanics to be seamlessly added in the future such as pentominoes (5 blocks) and different rules (no wall kicks, etc.).
– Object Pooling: Game pieces get created (pulled from pool) and destroyed (returned to pool) during run time that saves resources for other calculations. This increases the flexibility of the system by allowing piece creation and destruction to be completely independent of rigid models.
– Key Rebinds: A necessity in any modern game is the ability for a player to rebind input controls to suit their desired layout without breaking the game.
Special attention was paid to advanced/complicated details that make Tetris fun and challenging. The following is a list of some of these details:
– Properly calculating and programming how rotations and wall kicks behave for each different game piece. This includes the super rotations system rules that allow for t-spins.
– Precise rules for “lock down” durations, movement speeds, and rotations.
– Formulating an exponential equation for falling speed vs. level instead of using hard coded values or a linear equation.
– Advanced scoring detection and calculation for t-spins, combinations, and back-to-back line clears.
– Ghost & Audio Toggles, Hold & Next Pieces, and pop-ups to show achievements.
