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| Idea Info |
Name:
Tetris: The Mutant Battles Index:
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Puzzle Submitted:
1/12/2003 7:25:11 PM Written By:
jamus_se |
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Tetris: The Mutant Battles
1/12/2003 7:25:11 PM
By: jamus_se
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all Game Ideas by this Member
Category: Puzzle Games
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The Basic Idea:
This game is basically a tetris clone with color variant and a new attack-defense system. Multiple players are required for the game to work properly.
The Layout:
The game is based on the tetris engine, so the usual block grid and the block types will be included in the game. The blocks, however, will be given a color (which is now a significant aspect of the game), either blue or yellow.
There are three meters in the game, keeping track of your offensive, defensive, and conversion levels. The offensive levels are charged by building "attack shapes". Defensive levels are charged by traditional line filling, but with color variations. The conversion bar charges in time. More on that in a moment.
Attacking:
Each player starts with a specific "attack shape" that needs to be built in order for attack levels to go up. the entire shape has to be of the same color, and the attack shape built on the grid has to match the desired attack shape exactly. Once an attack shape is formed, it will disappear like a filled horizontal line, and another "attack shape" will appear. The trick is that you must plan your two color blocks so that you can offer ledges in one color so that the "attack shape" can be built with the other color.
Defending:
When a line is filled with a single color horizontally, it charges up the defensive meter. A line filled horizontally with blocks of more than one color will not disappear at all. However, when the conversion meter is full, you can convert all the blocks already in the grid to a single color - red. Any lines that are filled with red will be scored, but the defensive level will go up a level only for every two red lines scored.
Offense and Defense:
When your enemy launches an attack, blocks will rise from the bottom, all in the color red. The amount of blocks will be a ratio of the attacking player's attacking level versus the defending player's defensive level. Since red blocks cannot be scored until a conversion is made, it is now a lot harder to counter attack than before.
End Game:
The speed of the drop increases as the conversion charge rate decreases. The defensive level also starts dropping automatically so that each subsequent successful attack becomes more devestating. When a player cannot place a block completely in the grid anymore, the game is over.
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