Inspired by the arcade best seller Tetris® and created by a team of NHTV students, Möbler gives the well-known old Tetris® formula a big twist, creating a dynamic platform like experience with an incredible amount of gameplay for everyone to enjoy.
Website | moblergame.com |
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Engine | Unreal Engine 4 |
Development Time | 8 weeks |
Team Size | 9 people |
My Role | Programmer |
Programming Languages | C++, Blueprints, PHP |
Target Platforms | Windows Nintendo Switch XBOX ONE |
The biggest system I worked on in this project, is the Sequence Selection System. This is a system in the game that will select which sequence of shapes will be dropped next. The system procedurally generates the order in which the sequences are dropped, making sure sequences aren't instantly repeated and taking difficulty of those sequences into account, increasingly making it more difficult for the player.
I've also worked on the individual shapes that fall from the sky, which are loaded from a JSON config file that can be modified by a designer. The config file also includes which 3D models are used for the visual part of the shape. Multiple 3D models can be defined per shape, adding variation to the game. When no 3D models are available, the system will automatically generate placeholder cubes to allow designers to experiment and play-test with new shapes.
The sequences of shapes that drop while you play are stored in a JSON config that gets shipped with the game. Editing the JSON config manually isn't a very efficient way to work, so I created a Level Editor in a separate Unreal Engine project which they can use to visually edit the sequences.
I've been responsible for releasing the game on Steam together with our producer. We did this with no prior experience releasing on this platform. Additionally, I am currently working on releasing the game on Nintendo Switch and have already received access to the necessary tools from Nintendo.