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Tetris Game Design Document 2

The document outlines a game design for Tetris, a 2D puzzle game where players manipulate falling blocks to clear lines and score points. It details the game's mechanics, progression, graphics, sound, user interface, and accessibility options, emphasizing its appeal to casual and retro gaming enthusiasts. The project aims to recreate the classic Tetris experience using C# and WPF, integrating modern features while maintaining engaging gameplay.

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0% found this document useful (0 votes)
7 views12 pages

Tetris Game Design Document 2

The document outlines a game design for Tetris, a 2D puzzle game where players manipulate falling blocks to clear lines and score points. It details the game's mechanics, progression, graphics, sound, user interface, and accessibility options, emphasizing its appeal to casual and retro gaming enthusiasts. The project aims to recreate the classic Tetris experience using C# and WPF, integrating modern features while maintaining engaging gameplay.

Uploaded by

Master Maxx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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INDIAN INSTITUTE OF INFORMATION

TECHNOLOGY, NAGPUR

Department of Computer Science and


Engineering

2D 3D GAME DEVELOPMENT

COURSE CO-ORDINATOR: Dr. Ashish Kumar Patel


GROUP E

Name of the
Vaishnav Eega (BT22CSH019)
Student 1
Name of the Krishnasai Siddharth Madas
Student 2 (BT22CSH008)
Name of the
Animesh Srivastava (BT22CSH016)
Student 3
Name of the Snehartha Peddireddy
Student 4 (BT22CSH029)

TETRIS

Game Design Document


1. Project Descrip on
Tetris is a 2D puzzle game where players must manipulate
falling blocks called "Tetriminos" to form complete horizontal
lines, which are then cleared to gain points. It is intended for
casual and puzzle enthusiasts and will target short, engaging
gameplay sessions. Genre: Puzzle Game.

2. Characters
Tetris does not feature traditional characters. The
"Tetriminos" — geometric block shapes — are the primary
elements the player interacts with. Each Tetrimino is a
ti
different shape (I, O, T, S, Z, J, L) and color-coded for easy
identi ication.
Color | Number Representation
Empty (No Tile) | 0
Cyan (I Block) | 1
Blue (J Block) | 2
Orange (L Block) | 3
Yellow (O Block) | 4
Green (S Block) | 5
Purple (T Block) | 6
Red (Z Block) | 7

3. Storyline
Tetris is a mechanics-driven game, meaning it focuses
entirely on how you play rather than telling a story or building
characters. The challenge comes from the player's skill in
placing and rotating falling blocks to clear lines and prevent the
f
screen from illing up. There's no background plot or narrative
— the experience is all about mastering the simple but
addictive gameplay. Its appeal lies in quick thinking, precision,
and improving your performance over time.

4. The Theme

Classic Arcade Puzzle.


Tetris has a simple and abstract style, with its clean shapes
and bright colors creating a timeless and recognizable look.
The main goal of the game is to it falling blocks, called
tetrominoes, together to form complete horizontal lines. This
requires quick thinking, sharp spatial awareness, and the
ability to recognize and predict patterns. Despite its minimal
design and lack of storyline, Tetris captures players with its
addictive, fast-paced gameplay that becomes more intense and
rewarding the longer you survive.

5. Progression
The game begins slowly with Tetramines falling at a
manageable speed. As the player clears more lines and gains
points, the speed of the falling blocks increases, adding
dif iculty and excitement.
1. Speed Increases: Blocks fall faster as the score rises.
2. Scoring System: +1 point per cleared row.
f
f
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3. Game Over Conditions: When blocks reach the hidden
spawning rows.
4. Hold Feature: Players can hold a tetromino for strategic
use.
5. Ghost Piece: Shows where a tetromino would land.
6. Hard Drop: Instantly places the tetromino at its lowest
possible position.

6. Levels and Environments


• Environment: A static play ield (a tall, narrow
rectangular grid).
• Levels: Conceptually, the game has "levels" which
increase dif iculty (speed) after clearing a certain
number of lines.
f
f
• Progression Mechanism: Line clear count
determines level up.

7. Gameplay
❖ Goals:
• Clear as many lines as possible.
• Prevent the Tetriminos from reaching the top of the
play ield.

❖ Game Mechanics:
• Objective: Create and clear complete rows.
• Mechanics:

1. Piece Movement & Rotation


o Move Left/Right (single step or hold)
o Rotate Clockwise

2. Gravity, Soft Drop & Hard Drop


o Gravity pulls piece down over time.
o Soft Drop: accelerate manually.
o Hard Drop: instantly place and lock piece.
f
3. Next Queue & Hold Feature
o Preview next 3 shapes.
o Hold one shape for later use.

❖ Skills:
• Spatial reasoning
• Quick decision-making
• Pattern recognition
• Hand-eye coordination

❖ Dif iculty Management and Progression:


• Increases: Gradual increase in Tetrimino fall speed
per level.
• Score Multipliers: Clearing more lines at once yields
higher rewards.
• Mistakes: As the board ills up, space becomes
limited, adding strategic pressure.

❖ Losing Conditions:
• The game ends when Tetriminos stack up and reach
the top of the play ield.
f
f
f
8. Graphic Style and Art
▪ Art Style: 2D pixel-art tiles.
▪ Visuals: Colorful, high-contrast tetrominoes against a
dark gradient background.

▪ Grid Size: 10 columns × 20 visible rows (plus 2 hidden


rows).

9. Sound and Music


▪ Music: Background music (optional) for a retro ambiance.
▪ Sound Effects:
- Block movement.
- Line clear.
- Level up.
- Game over.
10. User Interface
▪ Main Game Window: Canvas with scalable grid.
▪ HUD:
- Score display.
- Next block preview.
- Hold block preview.

▪ Game Over Screen: Final score and restart button.

▪ Minimalistic Fonts: Segoe UI Light, easy on the eyes.


11. Game Controls
| Move Left: Left Arrow |
| Move Right: Right Arrow |
| Move Down: Down Arrow |
| Rotate Clockwise: Up Arrow |
| Rotate Counterclockwise: 'Z' Key |
| Hard Drop: Spacebar |
| Hold Block: 'C' Key |
| Restart Game: Mouse click on "Play Again" |

12. Accessibility Op ons


->Key Remapping: (Future feature) Allow users to
customize controls.
->Visual Accessibility:
- High contrast colors for color-blind friendliness.
- Adjustable UI scaling.
->Gameplay Accessibility:
- Adjustable initial block fall speed (for easier or harder
start).

13. Tools
-Language: C# (.NET 5.0)
-Framework: WPF
ti
-IDE: Visual Studio
-Graphics: PNG assets for tiles, blocks, backgrounds.

14. Marke ng
▪ Primary Target:

- Retro gaming enthusiasts.


- Programming learners (as an educational example).
- Puzzle and casual game players.
▪ Platforms:

- Windows desktop (WPF application).


▪ Selling Points:

- Authentic Tetris feels.


- Modern enhancements: Hold system, Ghost piece, Hard
drop.
- Smooth scaling and clean, stylish design.

15. Conclusion
This project successfully recreates the classic Tetris experience
using C# and WPF, combining timeless gameplay with modern
ti
features like Hold, Ghost Piece, and Hard Drop. It delivers a
clean, engaging, and accessible puzzle game for casual players
and retro enthusiasts, while also showcasing practical
programming skills in a real-world application.

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