Dropping Blocks

Dropping Blocks

Dropping Blocks is a falling blocks game that I developed as a warmup for Ludum Dare 37.  Drop the blocks and complete the lines to add to your score.

Dropping Blocks

I took a different approach when developing this game, as I did not create a board structure to hold the blocks.  Each of the blocks is just a Unity GameObject, with a Block script attached which contains its row, column, and center offset for handling rotations.

Every time a piece is dropped, it checks all of the other pieces to determine if any of the blocks are directly below any of the blocks in the actively dropping piece.  If so, then the status of all of the blocks in the currently dropping piece are set to “not dropping” and a new piece is generated.  The downside to this approach is that all of the blocks must be checked every time a block lands.  It may be improved by creating a hash structure using the rows as keys, so that only the blocks in the row below the piece will be checked.

A piece is generated by generating a random number from 0 to 6 and instantiating the block in the arrangement for that piece.  An array of Materials holds all of the colors of the pieces, and is assigned to the block based on the piece types.

The line check code loops through each line index, and then determines if there are blocks at every column in the line.  This is also inefficient, since all of the blocks have to be checked to determine if a block is in each column for the row.  Again, a hash table structure may make this more efficient for checking the row and eliminate some of the unnecessary looping.  When I play the game in the Unity editor, there is a noticeable delay when a block lands.  However, in the Windows build the delay is not apparent so there may be some optimizations made for the Windows build.

 

Released

Subway Simulator

Subway Simulator is a simple simulation of the various Tokyo train lines.  This plays the musical jingles at many of the stations.

The map in the lower right corner can be enlarged by clicking on it.  The map text switches between English and Japanese.

The viewport in the upper right shows the currently selected train.

Statistics are shown in the lower bottom for train speed, time, time since last station, distance to next station, latitude and longitude location, and total distance traveled.

The inside train LCD is displayed in the lower right.  It displays the next stations, approximate arrival time, and the destination station.  It switches between English, Japanese kanji, and Japanese kana.

The map in the upper left shows all of the wards, station, and train locations in the area.  The currently selected train flashes yellow on the map.

The timetable for the current hour is displayed in the top center.  Departure times are displayed for both in-order and reverse-order trains.

Controls for changing the currently selected line and train are displayed in the upper middle portion of the screen.  Slideshow mode is on by default, which selects a new line every 10 seconds.  If a line has no trains, it is skipped after two seconds.  Slideshow mode pauses if the currently selected train is arriving at a station.  Slideshow mode can be turned off by unchecking the box.

 

 

 

Released

Turn Back the Clocks 3

Turn Back the Clocks is a series of games that I have developed for the 0h (Zero Hour) game jam.  The objective of the game jam is to develop a game during the autumn time change, so development starts at 2am and ends at the same time, 2am.  For the last two games, I have improved upon the game after the competition is over.

Turn Back the Clocks 3

This game was a space shooter style game.  The objective is to destroy all of the flying clocks.  This game was developed for 0hgame jam 2016.

Turn Back the Clocks 3

 

Released