The third video in this series moves on with implementation of gameplay rules, scoring, the “next” preview window and packaging and deploying the game using ZX as a shortcut. Writing this is a lot of fun. As of this video the game part is finished, but there are a few things such as high score […]
Tag: game development
Erlang: Writing a Tetris clone Part 2 – Gameplay mechanics
Last night I was able to make the second video in my series about implementing a Tetris clone in Erlang. Yay! In this video I start where I left off in the first video where I had ended with a data abstraction to represent the play field (called the “well” in Tetris lingo), a data […]
Erlang: Writing a Tetris clone Part 1 – Data types and basic GUI display
Over the last few days I wrote an Erlang implementation of the classic puzzle game Tetris and decided to do a few videos to explain how it works and why. This is part one of a three-part series. Data types and basic GUI display [this page] Gameplay mechanics Gameplay rules, final features, and deployment This […]