Latest Development Video:
As you can see, the game has been coming along nicely. I’ve added the scoring interface, all the tools are in place (sonar pings, infrared, and flares), the scoring has more or less been figured out, and I’ve even added a title screen.
So for the default mode I’ve decided that the IR mode only lasts a finite amount of time, and it’s not replenishable. Likewise, you only get three flares. You get one sonar ping per block. I’m imagining easier and harder modes which give you more or less resources.
The game scores three important stats:
- The number of Lines cleared;
- The block-to-ping ratio; and
- The number of blocks dropped without any visual aids.
Your score, shown in yellow underneath the game title, is simply the product of your lines cleared and block/ping ratio numbers, multiplied again by one hundred. This way, it appears much more dynamic and encourages sparing use of the pings, as each ping lowers the block/ping ratio and thus reducing the score.
Blind blocks is something entirely else, and it’s not factored into the score. It simply records the longest streak of blind blocks that you put down. (Actually, right now it only records the current streak, I’ll have to change that.) This is here for those who want to challenge themselves to “memory tetris.”
I've still been putting off the rotation-collision code. I need to finish up all of the sounds--so far I only have the sound effects for the row clear explosion and the row dropping effect. I haven't even programmed the loss condition in yet, though that's nothing too hard. More detailed Start Menu. Credits. Instructions. Blind blocks score to longest streak.
In other news, I’ve been hurting on doing some general programming stuff so I’m just going to go through the Dive Into Python 3 course, to refresh and cover any basics that weren’t covered in Invent Your Own Games With Python.