Blockade is a minimal but challenging puzzle game, inspired by the ice puzzles in The Legend of Zelda: Twilight Princess.
The board
is the foundation of the level and is comprised of board tiles
.
Board tiles
are square objects that comprise the board
and can be arranged in any fashion on the grid, each allowing any type of block
to slide over them. Any spaces on the board that are not occupied by a board tile
are considered walls.
Blocks
are the most fundamental game pieces of the game.
The standard block
is the most basic type of block
. When moved, a standard block
will slide across the board
and continue moving until it hits a wall, a gate
, or another block
. If a block comes to rest on top of a plate
or switch
, that plate
or switch
will be powered. A standard block
can only power a plate
or switch
of its respective color, unless the receiving object is a wildcard plate
or wildcard switch
.
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The wildcard block
moves in the exact same fashion as the standard block
, sliding across the board
until it comes into contact with a wall or other solid object. However, this type of block
differs from the standard block
in that it is able to power any color of plate
or switch
.
The hollow block
is a type of block
that, like the standard block
, will move until it hits a wall or another solid object. However, when this block
lands on a plate
or switch
, it will be unable to power the plate
or switch
due to its hollow interior.
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The lightweight block
is a type of block
that functions somewhat similarly to the hollow block
, in that it is unable to activate plates
and switches
. But unlike the standard block
and hollow block
, which will stay put when another block
impacts them, the lightweight block
will be pushed in the same direction as the intervening block
until the pair of blocks
hits a wall or other solid object.
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Any number of blocks
immediately adjacent to each other, horizontally or vertically, can be grouped together to form a block cluster
. When moved, a block cluster
will slide until any of the blocks
comprising it come into contact with a wall. Block clusters
must not necessarily consist entirely of one type of block; they may contain any combination of standard blocks
, wildcard blocks
, hollow blocks
, or lightweight blocks
. However, if a lightweight block
is in the same block cluster
as any other block
type, the group will behave as normal weight and therefore stay put regardless of any other blocks
impacting it.
Plates
act as the goals or objectives of the level.
The standard plate
is the most basic type of plate
, and will become powered if a certain type of block
comes to rest on top of it. A plate can be powered by a standard block
of its same color, or a wildcard block
. When all plates
and victory blocks
in a level are powered, the level is completed.
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The wildcard plate
is a type of plate that, like the standard plate
, must be powered by a standard block
or wildcard block
for the level to be completed. However, this type of plate
is able to be powered by any color of standard block
, as opposed to only one. Wildcard plates
cannot be powered by hollow blocks
.
Wires
are the components that make electrical circuits function behind the scenes.
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The standard wire
is used to transmit electrical signals between the inputs
and outputs
of appliances
, logic gates
and memory circuits
. Rather than function as a singular tile on the board, the standard wire
serves as a connector between an input
and an output
of two distinct objects. Multiple standard wires
can be attached to each input
or output
.
Logic gates
perform logical operations on electrical signals.
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The NOT gate
is the most basic type of logic gate
, with one input
and one output
. If the input
is unpowered, the the output
will be powered, and vice versa. The NOT gate
essentially functions as an inverter.
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The OR gate
is a logic gate
that has two inputs
and one output
. The output
will be powered if and only if at least one of the inputs
are powered.
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The AND gate
is a logic gate
that has two inputs
and one output
. The output
will be powered if and only if both of the inputs
are powered.
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The XOR gate
is a logic gate
that has two inputs
and one output
. The output
will be powered if and only if exactly one of the inputs
are powered. Unlike the OR gate
, the output
of the XOR gate
will not be powered if both inputs
are on.
Memory circuits
allow electrical circuits to store and manipulate data.
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The T flip-flop
is a memory circuit
with one input
and one output
. Whenever the T flip-flop
receives a signal through its input
, it will invert its output
. When creating a level, the initial state
of the output
can be toggled.
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The SR latch
is a memory circuit
with two inputs
, labeled S and R, and one output
. When a signal is received through S the output
will activate, and when a signal is received through R the output
will deactivate. When creating a level, the initial state
of the output
can be toggled.
Appliances
are the inputs and outputs of wiring
systems and allow electrical circuits to interface with the main game.
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The switch
is an appliance
that has one output
. A switch
will activate if a standard block
of its respective color or a wildcard block
comes to rest on top of it, at which point the output
of the switch
will become powered until the block
is moved elsewhere.
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The door
is an appliance
with one single input
. When powered, blocks
will be able to pass over the tile occupied by a door
, but if the door
is unpowered that tile will behave as a wall. If the power to a door
is cut while a block is occupying its space, the door
will remain open until that block is moved elsewhere.
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The victory block
is an appliance
with one input
, and is similar to plates
in that it must be powered for the current level to be completed. However, unlike plates
which can only be powered by blocks, victory blocks
are powered in the same manner as any other electrical appliance
. Once all plates
and victory blocks
in a level become powered, the player will have completed the level.
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The countdown clock
is an appliance
with one input
and one output
. Every countdown clock
has an initial value
, which is a positive integer set by the level creator in the editor, and a current value
, which defaults to zero at the start of the level. When the input
is triggered, the output
is activated and the current value
is set to the initial value
. From then on, the current value
is decremented by one each time any block
or block cluster
finishes moving. When the current value
of the countdown clock
reaches zero, the output
is deactivated and the clock is reset, thus no longer allowing the current value
to be decremented until the clock is activated again.
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The oscillator
is an appliance
similar to the countdown clock
, with one single output
. Every oscillator
has an on period
and an off period
, which are positive integers, as well as an initial state
, all of which are set by the level creator in the editor. Each oscillator
also has a current value
and a current state
, which change throughout the course of the level. At the start of the level, the current value
of the oscillator
is set to the value of either the on period
or the off period
, depending on its initial state
. Every time any block
or block cluster
finishes moving, the current value
is decremented by one, similar to a countdown clock
. When the current value
reaches zero the state of the oscillator is toggled, and again the current value
of the clock is set to the value of either the on period
or off period
based on its new state. Unlike countdown clocks
, oscillators
will always continue to record the movements of blocks
and can never be completely deactivated.