- Prototype
- What is it missing?
- Add, remove, or fine tune features
- Repeat
Single Long Level
In the well-worn tradition of Tetris and Bejeweled (in endless mode), the gameplay of Falling Blocks will consists of a single, very long level. The goal for the player is to get as far through this level as he can without dying. Or perhaps, if he's had practice, to get to the end of the level. While this style of "single-level" gameplay isn't quite the way to go if you're looking to make the next Final Fantasy or blockbuster FPS, it fits perfectly with the surreal, casual gameplay that I'm looking to create with this game.
Also like Tetris, there will be "stages" within this single level. Once the player reaches a certain threshold of height on the screen, the viewport will shift up so that the player is once again at the bottom of the screen (though he is still at the same height on the tower. It's only the camera that moved). Each shift signifies a new stage, and each stage is characterized by faster falling blocks. Each of these stages has a name:
- Humble Beginning
- Seeing it All
- In the Clouds
- Taller Than Tall
- Stratosphere
- Mesosphere
- One With the Cosmos
- Endless Space
Grid
The grid is made up of four by four isometric blocks.
Falling Blocks
Blocks fall in random intervals which vary depending on the current stage.
- Higher stages will tend to drop blocks more rapidly.
- The falling speed of blocks is constant throughout the game.
- A shadow shown below a falling block will warn of a coming block before it appears on screen.
- A block cannot begin falling onto a given square if there is already a block in the process of falling there.
A filling algorithm chooses which location to drop new blocks based on a preference to fill in an entire level before adding too much to the next few levels in order to avoid getting the player into impossible-to-avoid situations that will cause frustration and premature quiting of the game.
Controls
The game is played with just the arrow keys. Up=NE, Left=NW, Right=SE, Down=SW. Pressing a key moves the player one step in that direction if a) the target square is on the same level as the player, b) the target square is no more than one level higher than the player, or c) the target square is lower than the player. This means that the player can jump down a virtually unlimited number of levels (though there shouldn't be more than two or three levels to jump down if the filling algorithm works properly).
Menu
The menu will feature three options: Play, Instructions, and Credits. The instructions page should be simple with not much more than, "Avoid falling blocks. Climb higher." Clicking the play button should launch the player right into the game at stage one.
I think that just about sums up everything that's needed for a bare-bones prototype. I get the feeling that I'll definitely be adding some additional features relatively early in the process (like bonus collectibles of some sort to increase the player's score or something like that), but it's important to set an initial goal off of which other features can be built. Without the solid foundation of core gameplay down first, the actual implementation can easily grow quite painful very quickly.
Until next time, in the Land of Dinosaurs,
-Isaac
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