Version 0.6.0a Progress








It's been two months. It's about time I show what I've been working on.
THE BIG STUFF FIRST
Online Multiplayer

Online multiplayer has been implemented and works well. One player acts as a host, while guests connect via direct connection using the host's IP. You can have an unlimited amount of players present in a lobby, though I may have to add a hard cap to player count in the future. All standard game rules can be played, as well as custom games.
Local Multiplayer
Local multiplayer ( i.e. on the same machine ) has also been implemented and also works well. Other players must register profiles in order to participate ( as well as configure their controls separately!! ), however anyone participating will earn credits for playing and knocking out other players ( except custom games, you don't earn credits from that ).
Speaking of credits...
Vanity Items Revamp
Block skins and backgrounds are now part of a "Vanity Items" system. You can use the credits you earn from gameplay to unlock new backgrounds, block skins, and color schemes for the UI. You can see how many credits you have earned on the newly added status bar in the top right. Below are some examples of customization options:
THE SMALLER STUFF LAST
There have been changes that I can't show directly, but I can tell you straight-up.
- Improved input handling; pressing a new direction will make that one take priority. If you release that direction while the other is still pressed, the other will resume.
- Improved piece spin ( the scoring move ) detection; pieces now spin more reliably. You can even spin the I piece now! ( you couldn't before )
- Improved action text display; your actions will now show up on the side of your playfield, out of the way.
- New 'dig' game rule; garbage slowly rises and increases its pace over time. Clear lines to subdue the residue lest it will undo all you know true
- You can now earn credits from gameplay, the amount you earn is dependent on your performance and the rule. Custom does not award credits.
- New status bar & BGM monitor replaced; there is a new status bar in the top right. You can see whose profiles are loaded, your credits, the current time, and toggle fullscreen. The BGM monitor has been replaced with a smaller one inside the status bar. It is functionally the same, if you relied on the old BGM monitor's functions for whatever reason.
- Default background has been changed; it now has a neat parallax effect, and its colors are now determined by the time of day.
- Support for external music tracks; you can now play whatever music you please in-game, you cans see this in some of the above screenshots. This can be configured in the "Audio" tab of the settings menu.
- Miscellaneous UI improvements; interfaces should look more consistent, and wider.
- Screenshots can now be taken by pressing F12
- Ability to switch profiles from the main menu
- Added 4 new backgrounds ( so far )
- Added 4 new block skins ( so far )
- Added a whopping 15 color schemes ( including one specific one for your displeasure )
I think that's about it, I should have v0.6.0a finished and uploaded some time Soon™, though how Soon™ that may be is uncertain.
Get ULTRA Alpha
ULTRA Alpha
A stacker game with added elements to keep gameplay fresh.
Status | Prototype |
Author | bxd |
Genre | Puzzle |
Tags | 2D, Fast-Paced, Godot, No AI, Singleplayer, Tetris |
Languages | English |
Accessibility | Configurable controls |
More posts
- About ULTRA and future plans53 days ago
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