Devlog #1: Moving the analogous Blocklet in the discrete well


As a game designer, I faced the challenge of moving the live and analogue Blocklet around in the discrete world of tetrominoes.

First of all, Blocklet is the same kind of block that tetrominoes are made of, only brought to life. Like regular blocks, it stops a falling figure and can be on those blocks itself:

What seems to be the problem? Just like in a normal platformer, add left-right movement and gravity jumping and everything will work! And what we get is this:

Controlling both the pieces and the blocklet at the same time, especially at high speeds, in order to navigate the character precisely within the free cells without interfering with the pieces, is quite a challenge.

To fix this game-mechanically and lore-wise, I will pull the X blocklet to the centre of the nearest cell as soon as the character's X speed is zero (the player is not moving the blocklet, and it has already slowed to a complete stop). This way, the character, although alive, will return to its usual position in the grid (who among you didn't jump across squares on the floor as a child to avoid hitting a joint?), and the player will just stack pieces without worrying about the exact positioning of the blocklet.

I put the emphasis on the X coordinate because the analogue movement in the Y axis gives a sense of life and smoothness of movement. By the way, if you look closely at the jumps, you will notice that the X-alignment starts in flight (when the player releases the left/right keys). This allows you to land cleanly in the hole.

P.S. Devlogs doesn't support publishing code yet. If you need this piece of code, let me know in the comments or messages :)

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