![]() ![]() Rotate and place: a part of the playing field where blocks can’t be rotated.Rotate and level: certain levels impose rotation restrictions.Rotate and score: score is reduced by rotating a block a full revolution.Rotate and line removal: removing a line disables rotation for the next block.Rotate and fall: blocks rotate slowly as they fall. ![]() Rotate and move: moving a block horizontally causes block rotation.Blocks and GUI: blocks won’t be predicted in the GUI.Blocks and camera: certain blocks distort the camera view.Blocks and place: blocks can only be placed alternatively on the left and right side of the playing field.Blocks and level: certain levels are limited to specific block types.Blocks and score: certain block types are worth more when removed.Blocks and line removal: some blocks must be completely encompassed before they are removed.Blocks and fall: certain blocks fall faster than others.Blocks and move: blocks are moved around at different speed.Blocks and rotate: certain blocks may not be rotated.Then it is simply a matter of putting combinations in a list and figure out what challenges, obstacles and gameplay variations that these may represent in certain situations. With 10 grid elements, this results in 45 potential challenges, or one half of the grid. In this example, I will limit myself to the lower end of the combination spectrum, (n²-n)/2, which means only single intersection combinations, one challenge variation per intersection and disregarding starting axis. GUI – a data container for score or level and for predicting/showing the next block.Camera view – what and how we see the game.Rotating and moving blocks – including the controls to do this.Breakdown of core Tetris gameplay mechanics and systems ![]()
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