Next Steps: Final Changes 🏁 and Upcoming Projects 🕹


Update on the Roadmap and Progress for Release 1.0.0

As the release of version 1.0.0 is experiencing some delays due to various reasons, I’m excited to share with you the roadmap I have in mind and the progress I’ve made so far.

Start Game Menu

I am working on simplifying the main menu and adding some new options that will affect gameplay. To avoid overloading the main menu, I’m moving many of these options to a new screen that appears when you press ‘Start Game’. My aim is for these settings to persist in memory, with the first option in the menu being to start the game quickly, maintaining the immediacy of jumping into a match.

New Game Settings

I was recently gifted a classic 1000-in-1 Tetris machine like the ones some of us had as kids. It includes several variants, which inspired me to implement some of these modes in my game, allowing players to combine them:

  • Switch Tetromino on Rotation: In this mode, when the player rotates a piece, it will not only rotate but also change to another piece randomly.
  • Shifting Grid Mode: This option causes the entire grid to shift to the right each time a tetromino is solidified.

New Randomizer

I’ve also been working on balancing the randomizer, leading me to add the following options:

  • Random Algorythm Settings:
    • Extremely Fair: Quite predictable, the least spawned piece will spawn next.
    • Normal: This is how the game will be intended to be played in the next version.
    • Disabled: (>=0.6.0 Option) Relies entirely on the pseudo-random algorithm.
  • Show Stats: This will display stats on how many pieces of each type have been spawned during the game. It was really helpful for debugging but can be an option 🧠.

Intermediate Version Possibility

Of the features mentioned, I have several implemented and could release an intermediate version with the following changes if there’s interest:

  • Show Stats
  • New default random algorithm
  • Shifting Grid Mode

About New Projects

I’ve been prototyping a password system that can store a significant amount of information without becoming too large. I find this particularly interesting for multiplayer (coop or vs) games that have player progression. Additionally, I’m exploring a roguelite game that offers both in-game progression and permanent progression systems.

I plan to play around a bit more with both these ideas to find which one is simpler (and funnier) to implement for an initial version.

I’m eager to hear your thoughts and feedback. Also, I want to extend my deepest thanks for your support! I initially started this game as a way to learn C and SGDK, expecting it to be just a small experiment in my portfolio. However, it has surpassed my expectations, reaching around 230 downloads and approximately 150 plays from the browser. I truly appreciate it 🥰.

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Comments

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this update is very interesting. more options and game mechanics sound fun. i've found randomizers in classic games/systems fascinating.


you are really stretching out with your code with Megatetris. it's fun to watch it progress and grow. :D


looking forward to a new project. \m/ o_o \m/


cheers