Technical Design Document - Tetris Game
Technical Design Document - Tetris Game
1.7 Goal:
Defeat all personifications of Cthulhu through a sequence of Tetris games.
Cthulhu tried to invade Earth centuries ago but failed and went into a hibernation state under an
aquatic city. However, it was awakened from its beauty sleep and wants revenge. The only way to
save our dimension is to defeat Cthulhu and all its forms in a sequence of Tetris games, following the
rules he proposes.
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Section 3 – Game Play
3.1 Objective(s):
The game can be played as an independent game, where the player can choose a specific
challenge and set of rules that will shape the puzzle or as a history mode.
In the history mode, the player must achieve a minimum score in four different levels with a
crescent difficult and different that will differ from one to another.
3.2 Mechanics:
The game is divided in independent games and a story mode. Both modes have four different levels
of difficult representing personifications of the entity Cthulhu (Figure 3.1).
3.3 Aesthetic:
Since the game can be played as a story mode and as independent mini puzzle games, it was
important to imprint on them an individual identity. The diversified aesthetic allied with the
different set of rules attributed to each game helps to give the player a fresh feeling every time they
play a new round.
While each game difficult is represented by a specific personification of Cthulhu, the puzzle games
follow a retro aesthetic focusing on the main games designed for Mega Driver, Super Ness and
Atari7800.
Figure 3.1 shows a diagram of the main characteristics/rules applied on each level of the game as
well as the inspiration used to define their aesthetic.
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Figure 3.1. Schematic figure showing the main characteristic/rules attributed to each level as well as
the Super Ness, Mega Driver or Atari 7800 game that was used as inspiration for the aesthetic.
Section 4 – Scheduling
Algorithm:
- Code the algorithm of the classic Tetris game
- Adapt the main characteristics/rules to fit each levels challenge
- Code a transition between the main scenes/menus in the game.
Aesthetic:
- Select the background and color palette that better represents the retro game designed to
that specific level.
- Test if the percentage of chance that each piece appears along the game is balanced
accordingly with the level characteristics.
- Create a score to registry the players evolution along the game.
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- Test if the game is too difficult or too easy to the player that it gives a boring feeling. For it, it
may be interesting to test different ways to increase the velocity with each piece is dropped
as a function of the player’s level, i.e., linear or exponential function.
Post-production:
- Test the game to find possible bugs and polish the mechanics and possible errors that may
occur.
- Check if all buttons are working accordingly along the game.
- Check the menus and game over screen.
The figure 4.1 shows how the tasks will be distributed along the period determined to the project.
Speech
Code Tetrix
Adapt the rules
1st Tests
Code GUI
GUI tests
Aesthetic
Post-production
Documentation/LJ
Show case
week week week week week week week week wee week week week week
1 2 3 4 5 6 7 8 k9 10 11 12 13
BRIEF 1 BRIEF 2 BRIEF 3
Figure 4.1. Timetable showing the schedule proposed for the project.