Cylinder has been an ever present thread in my game development career, and in this series of articles I hope to elaborate on all its different versions and how each played a role in my life.
It was late 2005, the Xbox 360 just launched, and I was excited about Rare鈥檚 launch games. However, a game included with the unit I got was Hexic HD. The game was designed by Tetris legend, Alexey Pajitnov, and I ended up playing it most of all. Also, while playing this game, I was speaking via 360 headset with a friend I had made about 2 years ago.
For the game design itself, the basic idea was to reverse the classic puzzle games I grew up with. Instead of controlling a falling piece, you match up the shape of what those falling pieces were by manipulating them directly on the board. Requiring 4 of a kind in any configuration adds up to a lot of unique and interesting combinations to find. I also wanted to ensure I used the 3rd dimension for more than graphics. But, also I did not want to over complicate the game. This is where the idea to simply wrap the playfield came in. More dynamic ideas from this came later on, but for this original prototype it solved the reason to be 3D for me.
The prototype only included 1 mode and it also tracked the high score. This mode played very closely to practice mode in our upcoming game. The controls were also set to be mouse and keyboard based, with the mouse controlling the selector and the A and D keys rotating the cylinder.
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