I Made Tetris, But It's 3D

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this is Tetris in 3D during the pandemic I found out that something called competitive Tetris exists seeing people absolutely obliterate this game was pretty cool and I wanted to create a similar experience in 3D here we go before heading into Unity I did some planning I started by listing on my goals a Moscow chart and the steps I would take to make the game along with a Sprinkle of distraction dude how do you do that since this was a smaller project I would give myself seven non-consecutive days to do the following make the mechanics turn it into a mobile game and game Loop closely emulate and yes to implement the shop system and use online leaderboards with my whole project planned out what could possibly go wrong I first started out by creating each piece or tetramino with a handful of cuboids then I moved on to the play area where I used a pretty neat trick I then smacked a spawn point to make pizza spawn and coded some gravity using this line of code after making the pieces a bit more vibrant I made a next box where you can see the next piece about the spawn unfortunately our pieces don't have any Collision yet so I started with floor collisions which I made on my first try and made the UI look a little nicer I finished off day two by adding piece to piece Collision which I also did on my first try foreign just like that we had a prototype well in the works at this point I was feeling really confident I was sticking to the to-do list I meticulously planned for and progress was coming pretty fast what could possibly go wrong on day three I implemented something known as Das or delayed auto shift when you hold down a letter on a keyboard there's a slight delay before that letter is spammed or in auto shift applies this to the movement of the pieces and we have a system that somewhat emulates NES Tetris I also implemented a top-out system so you can actually lose the game which I once again did on my first try then I implemented piece-to-peace Collision so other pieces can't go inside each other on my first try I spent the rest of the day fixing a bunch of bugs for taking a break on the project to work on this Game Dev video [Music] make more Game Dev content like this and if you've watched up to here and subscribe so we can get 20K self then 100x my sub count I had last year so far 4 days have elapse and this is the project so far I definitely wanted to be further along by now but making Tetris is deceptively difficult want each feature to work flawlessly but let's call this bug fixing to take up a big portion of my time we still have three days to smash this game out of the parks though what could possibly go wrong all right we're back in business and I started the day by making peace rotation I mean fixing more bugs this took almost an hour but the bugs are fixed and you can now rotate the pieces on one axis but hold up this is 3D Tetris you should be able to rotate the pieces on all axes so after researching the controls people use for other PC Tetris games I decided to use these keyboard Keys based on the three axes mentioned let's test it out holy crap dude this is so confusing this is awesome but I don't like the fact that the camera stays completely still let's drag the script onto there and let's play some really Tetris oh my gosh this is so weird no no oh man this is so funny now the game is a lot more Dynamic but the wasd keys aren't based on the camera's rotation I didn't think this would be difficult to fix but as I dig deeper I realized that this would require lots and lots of math so much to the point where I realized it's like a three-dimensional sine wave isn't it I think this is actually a sign based on the forward direction of the camera the value of the piece's x-coordinate are a sine wave the y-coordinate being the cosine oh this is giving me PTSD from school and unfortunately although making the forward input was relatively easy the other Keys how do I do this how do I do this we're quite a hassle I literally can't do this I can't do this it's like the game doesn't work either way maybe you can't figure this out it's wasting so much time but I have Can't Screw this out no thankfully a good night's rest allowed me to fix the bug within 15 minutes of the following day meaning I can move on to you obviously can have a Tetris game without line clearing and this should be pretty easy to me okay so we're about five hours into the day and we've made one thing ah this always happens we have eight hours left I'll admit it is really demotivating to see me put in the hours and not really see results well we have these fundamental mechanics implemented and the final thing we need is score which looks a little weird with flying clears and NES Tetris the type of line player you score determines the amount of points you gain or attachments worth twelve hundred so after spending yet another hour detecting these differences in Line clears yes I hooked him up to the score and yeah Zen I made a game Loop by restarting the game whenever the player loses and play testing to see my work in action afterwards I looked at the point I needed to address which starts with the board being three miles wide it's pretty much impossible to score any kind of line clear so I Shrunk the port to a much more manageable 4x4 base yes next up ghost pieces because of the orthographic camera it's difficult to tell where the piece is gonna land something a transparent indicator can solve however I get these really awkward overlaps which I soon found out could only be fixed by diving into shaders what is this alien language this is gonna take so long to figure out hippity hoppity your code is now my property good stuff that is promising that concludes the end of day six my initial goal was to make this a mobile game in seven days and looking at my progress that's just not possible at least I got something done on my 10 hour workday I started day seven by fixing more bugs then I went to school where I had a little surprise from my classmate don't worry I've done all my homework all right what do I do I owe JPM what all right let's play oh uh okay I'm just gonna let it fall it rotates ah this is this is fine what am I doing I think I've lost all kinds of actually doing something with this this is awkward the whole thing rotates you can't really see where it's going my reviews it's extremely difficult you can't really tell where you're going so yeah based on his feedback I determined that the pieces should have subtle animations to emphasize the direction anyways I tried play testing the game of another classmate this would serve as a proper test to see how good the game is all right so we just rotate it I'm trying to struggling what is your feedback uh very hard so I just played the game with my classmates and the game sucks it's literally unplayable the controller too difficult it's all so confusing and although it is a little demotivating because I guess we caught this early in development yeah um from here I I guess I just prototyped let's get to work first I tried diagnosing the problem and my classmates played dust the rotational keys were way too confusing having six distinct input from one mechanic in the game was just inefficient therefore I tried researching successful games I found a 3D Tetris game for the Nintendo Virtual Boy a flash game called blockout and the 3D Tetris project by Theodore P the last one was especially interesting it was a big inspiration for this project that I wanted to expand on its works and this idea of a dragged rotate system was ingenious I however wanted to find my own solution to the problem instead of just copying his mechanics foreign I still didn't know how to solve this problem but then it hit me so my theory is I can select one of these sides in the tetris piece and then rotate it this direction I believe it'll make the controls a lot friendlier the following days in unity's UI system I tested my idea [Music] I actually think this could work right now though It suffers from Bugs thankfully those shouldn't take too long to fit foreign [Music] guys coding is so fun I never run into any problems because I'm such a great coder after fixing up more bugs I decided to play test the game with my sister which was pretty fun what is this it's good you got this you got this please please please fit bro I messed up nope nope oh oh he scored zero points unfortunately I was already two days past my deadline and nowhere near my initial starting goals so I redefined my standards of what I wanted this final product to be after a quick play test session I wrote down some suggestions and started improving the first mechanic the pieces were too sticky next up I tried making the rotation more forgiving by pushing pieces out of the wall instead of disallowing your rotation which I did on my first try not gonna work I know it's not man wait I actually did it on my first try I'm on Saturday I implemented soft and hard drop so that you don't have to wait 10 years before your piece Falls I also made a way to rotate your camera up and down fixed more bugs and play tests of the game all of which took two hours two hours I just wanted to do more today man I wanted to have a main menu system polish done by now I have a shop system when this game was over I believe this is already like day nine and the game is barely a game it's just a prototype but I feel like I'm putting in the effort and I'm getting like nowhere this really sucked it genuinely felt like I was stagnant disappointed I tried cooling off by playing some basketball upon return I fixed more bugs they'd score based on your current level redefine my standards yet again and overall just felt more productive I have to remember though this was supposed to be a small project I'm already four days past my initial deadline being that today is a Sunday I have to finish this foreign [Music] okay so it is currently 7 A.M it feels like I've done as much as I did yesterday in like an hour and a half that feels awesome but I'm gonna have to go for half the day I have a little background pattern over here this will be overlaid on the game so that the game is not just a black screen we're gonna see how it goes unfortunately my computer ran out of battery and I couldn't return until I was back final hour and a half to focus with my limited time left I made a main menu and a level select screen emulating that of the original NES Tetris now there's one giant problem with the game there's no music I was originally hoping I could use the original Tetris scene but after a quick cool search there's a chance I could get soon so instead I downloaded basket sea oil and [Music] I think my best bet is to just finish everything today let's get back to polishing I gotta keep pushing us three two one [Music] yeah I'm gonna go to my closet okay so what did I learn from this project I wanted this project to only take seven days it ended up taking I think around 11. and I didn't even reach my initial goals and expectations I think the big thing I learned was to not be a perfectionist today I just felt a lot more productive and then I did polishing with particles and the screen shape the music the sound effects all those little details kind of added up and yeah the game's not perfect yeah there's a million bugs but the important thing is I'm okay with that I think there's a difference between striving for excellence and being a perfectionist because with being a perfectionist you kind of care what other people are saying when you strive for excellence you just want to do your very best I just gotta learn to let go of being a perfectionist I ended up finishing the game the following day after giving up on bugs I just couldn't fix I wanted to do more of the product but in the end maybe it was about the journey foreign [Music] [Music] [Music] also like this video where I made my first few bucks from my mobile game I know you have the time one more video can't hurt
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Channel: JujuProdGames
Views: 16,781
Rating: undefined out of 5
Keywords: tetris, softbody, softbody tetris, game development, game dev, unity game dev, ctwc, classic tetris world championship, dani, codycanteatthis, I Made Super Mario Bros but it's 3D, I Made The Legend of Zelda but it's 3D, I Made Sonic the Hedgehog but it's 3D, I Made Pokemon Red & Blue but its 3D, I Made Metroid, But It's 3D, I Made Flappy Bird but in First Person, I Made Snake but in First Person, I Made Crossy Road but in First Person
Id: BzrbyD13XLA
Channel Id: undefined
Length: 13min 51sec (831 seconds)
Published: Fri Nov 04 2022
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