Hangame Mechanics

Started by meow, February 05, 2011, 03:15:54 PM

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meow

How does Hangame work?

Tspins/Tetris
Do they send straight garbage?
Is the garbage chunked together with combos?

Combos
What does the combo table look like?

Earlier investigation into a Korean Tetris stream showed that the combo table was:

Combo 2-6 +1 line
Combo 7+ +2 line
Combo 10/11 +3 ???

Links to streams/videos will help.

crzy242

ive played hangame, yes tetrises and tspins send straight garbage. if its like a 6p room, it will be send to all with reduced tables, but when it gets down to 1v1 i believe they send as much as they do on tetrisfriends, toj, etc. however, tspin mini singles are counted as normal tspin singles (i.e, two lines sent). thats all i know:D
☠  crzy242

Paul676

#2
Quote from: meow
How does Hangame work?

Tspins/Tetris
Do they send straight garbage?
Is the garbage chunked together with combos?

Combos
What does the combo table look like?

Earlier investigation into a Korean Tetris stream showed that the combo table was:

Combo 2-6 +1 line
Combo 7+ +2 line
Combo 10/11 +3 ???


Links to streams/videos will help.

Hangame has garbage sent immediately, not when a player puts down a piece.

Garbage is send to all.

tspins and tetrises send straight garbage.

and the rest I'm not 100% sure about

combo garbage is per attack rather than per "whole combo streak"
               Tetris Belts!

meow

I played today and confirmed what crzy and paul said.

Tspin/Tetris/Triples send straight garbage. B2B chunks are grouped with the straight garbage. I have seen a B2B tetris send lines to the same column, ie. 9 in a row.

Garbage from combos are always random. I believe the holes are uniquely random. The garbage is separated

Preliminary results
Tetris
6p - 2 lines
5p - 2 lines
4p - 2 lines
3p - 3 lines
2p - 4 lines
2p b2b 5 lines, saw 6 lines too..

TSS
6p - 1 line
5p - 1 line
4p - 1 line
3p - 2 lines
2p - 2 lines

TSD
same as tetris

TST
2p b2b - 7 lines

Combos
2p
6 combo 3 lines
5 combo 2 lines
4 combo 2 lines
3 combo 1 line
2 combo 1 line
Combos use a reduced garbage table for 3p+ games.

Please double check these results if you can.

meow

It's possible that B2B after 1 minute adds 2 lines instead of 1. I have two screenshots with a time greater than 1 minute with B2B tetris adding 6 lines.

caffeine

Quote from: meow
It's possible that B2B after 1 minute adds 2 lines instead of 1. I have two screenshots with a time greater than 1 minute with B2B tetris adding 6 lines.
Are you sure it wasn't the result of another attack that happened to line up with the earlier attack?

meow

Yep, I'm sure. It even lists the attacks in the info box like tetrinet.

[!--ImageUrlBegin--][a href=\\\"http://i56.tinypic.com/141l3c7.jpg\\\" target=\\\"_new\\\"][!--ImageUrlEBegin--][img width=\\\"400\\\" class=\\\"attach\\\" src=\\\"http://i56.tinypic.com/141l3c7.jpg\\\" border=\\\'0\\\' alt=\\\"IPB Image\\\" /][!--ImageUrlEnd--][/a][!--ImageUrlEEnd--]

[!--ImageUrlBegin--][a href=\\\"http://i55.tinypic.com/qsjvab.jpg\\\" target=\\\"_new\\\"][!--ImageUrlEBegin--][img width=\\\"400\\\" class=\\\"attach\\\" src=\\\"http://i55.tinypic.com/qsjvab.jpg\\\" border=\\\'0\\\' alt=\\\"IPB Image\\\" /][!--ImageUrlEnd--][/a][!--ImageUrlEEnd--]

Zircean

So they're actually pulling a page from the Puyo Puyo playbook, then. Puyo had the "Margin Time" mechanic, where the amount of garbage sent would actually double (or approximately so) every time a certain time interval elapsed (usually every 96 seconds in the earlier games such as PP2, 120 seconds in PPF and beyond).
[div align=\\\"CENTER\\\"]Dev Blog | | Google Code[/div]

Wojtek

or maybe it's multilevel b2b?
Recommended games:
NullpoMino
Tetris Online Poland

Zircean

You mean stacking b2b bonuses?

Also, what are the tables for a TST?
[div align=\\\"CENTER\\\"]Dev Blog | | Google Code[/div]

meow

So far, the reduced garbage tables in NP match all the spins I listed. TST should be the same as well. There are also no minis.

I'll try to find out more about the b2b and how combo and normal attack garbage are distributed.

        // 1-2P, 3P, 4P, 5P, 6P
        {0, 0, 0, 0, 0},    // Single
        {1, 1, 0, 0, 0},    // Double
        {2, 2, 1, 1, 1},    // Triple
        {4, 3, 2, 2, 2},    // Four
        {1, 1, 0, 0, 0},    // T-Mini-S
        {2, 2, 1, 1, 1},    // T-Single
        {4, 3, 2, 2, 2},    // T-Double
        {6, 4, 3, 3, 3},    // T-Triple
        {4, 3, 2, 2, 2},    // T-Mini-D
        {1, 1, 0, 0, 0},    // EZ-T

        {0,0,1,1,2,2,3,3,4,4,4,5}, // 1-2 Player(s)
        {0,0,1,1,1,2,2,3,3,4,4,4}, // 3 Player
        {0,0,0,1,1,1,2,2,3,3,4,4}, // 4 Player
        {0,0,0,1,1,1,1,2,2,3,3,4}, // 5 Player
        {0,0,0,0,1,1,1,1,2,2,3,3}, // 6 Payers

acemagic

Quote from: meow
So far, the reduced garbage tables in NP match all the spins I listed. TST should be the same as well. There are also no minis.

I'll try to find out more about the b2b and how combo and normal attack garbage are distributed.

        // 1-2P, 3P, 4P, 5P, 6P
        {0, 0, 0, 0, 0},    // Single
        {1, 1, 0, 0, 0},    // Double
        {2, 2, 1, 1, 1},    // Triple
        {4, 3, 2, 2, 2},    // Four
        {1, 1, 0, 0, 0},    // T-Mini-S
        {2, 2, 1, 1, 1},    // T-Single
        {4, 3, 2, 2, 2},    // T-Double
        {6, 4, 3, 3, 3},    // T-Triple
        {4, 3, 2, 2, 2},    // T-Mini-D
        {1, 1, 0, 0, 0},    // EZ-T

        {0,0,1,1,2,2,3,3,4,4,4,5}, // 1-2 Player(s)
        {0,0,1,1,1,2,2,3,3,4,4,4}, // 3 Player
        {0,0,0,1,1,1,2,2,3,3,4,4}, // 4 Player
        {0,0,0,1,1,1,1,2,2,3,3,4}, // 5 Player
        {0,0,0,0,1,1,1,1,2,2,3,3}, // 6 Payers


It's a little funny, but they've used one of my old designs that while I was working for them.
(exact TTC guidelines changed the hierarchy and balance a little)
This was called a variable attack balance system based on number of active players.

The very old hangame version didn't actually have this,
so the game will be very fast paced when it's 5~6 players, but suddenly drag alone forever when there was only 2 players left. ( It used a simple system where it gave 3 lines of attack to everyone for Tetris, and 1 line of attack to everyone for Triple)

The thing I didn't like about this variable system is that

Your strategy changes with # of players.
For example combo starting point and double gets affected by this.
Also with maps, we've noticed that the game play time is not consistent anymore.
Some games will end in like 3 seconds which shortens the life-span of the game
and makes balancing of the rewards or rating systems very hard.

Because of that on my later designs, I've put the counter action system inspired by PuyoPuyo.
*Tetris DS was build after I've released a version with that system in Korea so I'm guessing it's the influence.
(TTC shares the information to all the new licensees)


caffeine

#12
Quote from: acemagic
so the game will be very fast paced when it's 5~6 players, but suddenly drag alone forever when there was only 2 players left.

[...]

Your strategy changes with # of players.
These problems are all solved with a fractional garbage system.  

acemagic

Quote from: caffeine
These problems are all solved with a fractional garbage system.  



Actually we did design a fractional garbage system before
in Hangame's Tetris World ( we wanted to name it Tetris World but TTC renamed it Tetris Worlds  )

There's still things to be solved there as well.
The notable part is that when you divide the attacks,
we need to work out a new rule to scramble..

Even with the same amount of garbage, KO didn't happen the same because
garbage comes in drips and drops, and not like in chunks like in the targeting system.

My heart however, is for trying the fractional again..
I'll just have to think of a way to overcome these issues.