Tessellate: Difference between revisions
*>Ryanheise Added description of scoring |
*>Ryanheise →Scoring: Filled in more detail of the scoring algorithm |
||
Line 33: | Line 33: | ||
Tessellate calculates points in two stages. | Tessellate calculates points in two stages. | ||
1) As a | 1) As a tetromino locks, Tessellate records into each block of the tetromino the number of frames that have elapsed since the last tetromino was locked. | ||
2) When rows are cleared, Tessellate awards points according to the following formula: | 2) When rows are cleared, Tessellate awards points according to the following formula: | ||
Line 44: | Line 44: | ||
*columns is the number of columns cleared | *columns is the number of columns cleared | ||
*blocks is the number of blocks cleared | *blocks is the number of blocks cleared | ||
*blockFrames is the total number of | *blockFrames is the total number of elapsed frames stored in each of the cleared blocks | ||
*combo is | *combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1) | ||
*twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0 | *twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0 | ||
*progress is 40 + the current piece/line/level (depending on the game's unit of progress) | *progress is 40 + the current piece/line/level (depending on the game's unit of progress) | ||
Most factors in this formula may be switched on or off when defining a game mode | Most factors in this formula may be switched on or off when defining a game mode: | ||
*If combos are disabled, then combo is always reset to 1 before the above combo formula is applied | |||
*If multirow clears are disabled, then the combo formula is changed to increase combo by 1 rather than (rows - 1) | |||
*If twists are disabled, then twist is always set to 0 | |||
*If progress points are disabled, then the above formula assumes a constant current piece/line/level of 80 | |||
*If speed points are disabled, then the above formula assumes a constant blockFrames of 16*blocks | |||
== External Links == | == External Links == |
Revision as of 01:31, 21 January 2009
Tessellate | |
---|---|
Developer(s) | hi-games.net |
Publisher(s) | N/A |
Platform(s) | Windows, Linux, Solaris, Mac OS |
Release | September 23rd 2008 |
Gameplay info | |
Next pieces | 1-8 |
Playfield size | 4-10w x 4-20h |
Hold piece | Optional |
Hard drop | Locking and non-locking options |
Rotation system | Various options |
Tessellate is the engine behind the tetronimo games at hi-games.net. A unique feature of the Tessellate engine is that it allows users themselves to define their own games and compete on shared leaderboards for these games. Other features include user-customisable themes and the ability to watch replays of any record.
Standard modes
hi-games.net provides 3 standard modes.
- 40 Lines
- 2 Minute Speed Run
- 20G Japanese
Creating user-defined modes
Any number of user-defined modes can be created using the Tessellate Wizard tool.
Simulation
Scoring
Tessellate calculates points in two stages.
1) As a tetromino locks, Tessellate records into each block of the tetromino the number of frames that have elapsed since the last tetromino was locked.
2) When rows are cleared, Tessellate awards points according to the following formula:
points = rows * (combo + twist) * max(1, progress * columns * blocks / blockFrames)
where:
- rows is the number of rows cleared
- columns is the number of columns cleared
- blocks is the number of blocks cleared
- blockFrames is the total number of elapsed frames stored in each of the cleared blocks
- combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1)
- twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
- progress is 40 + the current piece/line/level (depending on the game's unit of progress)
Most factors in this formula may be switched on or off when defining a game mode:
- If combos are disabled, then combo is always reset to 1 before the above combo formula is applied
- If multirow clears are disabled, then the combo formula is changed to increase combo by 1 rather than (rows - 1)
- If twists are disabled, then twist is always set to 0
- If progress points are disabled, then the above formula assumes a constant current piece/line/level of 80
- If speed points are disabled, then the above formula assumes a constant blockFrames of 16*blocks