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Panel de Pon (Tetris Attack) clone for the 3ds.

License: GNU General Public License v3.0

Makefile 5.26% C++ 92.60% Ruby 2.14%
puzzle game homebrew 3ds nintendo 3dshacks nintendo-3ds nintendo-hacking

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bottomless-block-barrage's Issues

A few suggestions

A gameover delay/animation:

In the latest build, when you lose, the game immediately prompts you to save a replay.
The problem I'm having is that if it ends while I'm in the middle of moving blocks around, I'll accidently save a replay because there is no delay between losing and the replay prompt.
I think a one-second+ delay would be great (with a gameover animation if you want to make it look fancy).

A 3-second countdown to begin:

It would be nice (at least for vs mode in the future) to have a 3-second countdown before you start. It gives you a chance to get prepared properly.

'Squished' blocks:

In every version of tetris attack that I've played, when the blocks have filled the screen, they appear 'squished' and there's usually a small buffer before you lose.
The latest build instantly makes you lose when the blocks reach the top.

Sfx:

Sound effects for clearing 4+ blocks and huge combos would be good.
It makes you feel like you've accomplished more when there's a fanfare after getting a big combo :)

Garbage blocks?

I'd assume you've already planned on adding this, but I thought I'd add it here just in case.

Probably much further down the line:

3d mode!

Pokemon puzzle league (my first and favourite version of tetris attack) has a 3d-mode which is really fun to play.
I'd prefer the above suggestions and multiplayer first, but if you also added 3d-mode at some point, that would be amazing!

Multiplayer:

Multiplayer with local connections would be nice, but i'd be even better to be able to play against friends/family/people in other parts of the world, whether that be with direct ip connections or with a central server.

Here's a youtube video I found that shows all of these suggestions (except online multiplayer):
https://youtu.be/OE8tmGJUqyU?t=50

If you're good at this game and if you get online mode working, I'd love to have a match with you :)

UI hint for ImageSelector.cpp

(Just so I don't forget)

It is not obvious to users that there could be recolors of a panel set available by pressing LEFT/RIGHT when selecting a panel.

Add a gentle hint that LEFT/RIGHT can be pressed.

Improve replays.

Right now the replay system is pretty wonky.

  1. Standardized replay file format
  2. Add the ability to run replays off the 3ds. (this will allow them to be used as inputs to the A/B test).
  3. Ability to add extra logging in replay file for debug purposes.

Reconsider graphics library

I am weighing one of 3 options here

  1. Fork and support sf2dlib. sf2dlib is very easy to use and its a shame that it has been deprecated. I'm already using a fork of sf2dlib now with a few minor API changes.

  2. Fork and support cpp3ds. cpp3ds would be more easy to use a lot of work has been done here and it is a shame it won't be completed.

  3. Using citro3d directly. Don't really like this option, I feel that this is too low level of an api to use, and I would just simply make wrappers around all of the functions anyway.

Replays are broken

Somehow the replay data is getting desynced and the gameovers happen much earlier than given in the file.

Score Mode Type Lines, needs more work

Currently the game immediately ends when the (n+1)th line appears. The game should end once all panels are below the nth line more like Stage Clear mode from the original.

Improve GUI

Some hints for things like the value setting in the Score config menu would be nice.

I personally don't like the "windows" for all of the menus and would like for it to be changed.

Revisit Falling Panel States and Skill Chaining

It seems in Tetris Attack the "Pending Fall" state is 5 frames.
The falling state is only a single frame and panels fall 2 blocks per frame in this state

Some work will need to be done here to find out how this works in relation to skill chaining, my current system does not work nearly as well as TA's did

Implement Exploding Lift

Feature introduced in Planet Puzzle League (afaik) that allows you to push up the stack while blocks are being cleared.

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