Personally, I think cycling might be alright, but maybe try to switch up the order. Or cycle through a longer pattern with a length that would be harder to notice. Like 50 or 100.
> Last seen Jan 2 at 5:08
I wouldn't cycle through them in the same order forever. That'd be too easy.
I think it needs to appear random at first glance, at the very least.
What do you mean? When running CGOL, you can set the "step size"
So it runs faster
> Your program will receive input by manually changing the state of the automaton at a specific generation to represent an interrupt (e.g. moving a piece left or right, dropping it, rotating it, or randomly generating a new piece to place onto the grid), counting a specific number of generations as waiting time
Yes, but you can also make it run slower the same way. So if your objective is to win easily, you can anyway. I think the fact it is easier to win than a regular tetris isn't very relevant, is it?
So you'll set the step size to that number. And then the game will "tick" along at a standard rate. And you can click in the input squares or however you do input whenever you want.
Well, the player is free to do whatever pleases him. It's me, the developer, who has to follow OP's rules. But I'm not the player of the Tetris game, in the end.
The number of generation steps between the piece falling is determined by me. The speed at which each generation advances is decided by the player.
It means you have to create the game in a way that the player can play it if they follow the rules.
And just assume that they will
So if the user is playing the game as intended, then it won't be any easier than regular Tetris.
Honestly, the hardest part of making the game would be finding a pattern that works nice for input, where you can actually see where to click when zoomed out far enough to play the game.
The way I understand the "counting a specific number of generations as waiting time" requirement is: I need to make the piece fall down at regular generation intervals (let's say 50000 generations). The actuall speed (in seconds) that this represents isn't specified, and does not need to be constant. And it's not in my control, anyway. So it can't be a requirement for me, can it?
Yes, I will suggest a step size. But nothing prevents the player to pause or make it faster/slower. And they probably will. Because it's what is fun, actually. Looking at the gliders... If you really wanna play tetris, you'll probably use something easier. Well, we're discussing a detail, here, anyway.
Although users might need to temporarily decrease the step size, to, say, zoom in on the few pixels used for input and not miss the game happening in that time
@mbomb007 But how would it work so clicking anywhere works? And besides, most implementations (Golly et al.) don't support active editing above a certain scale (1:1 cells/pixels)
@mbomb007 Actually, to make it playable, what I plan to do is to make a glider collide an eater, with nothing else around (about the size of a tile). When the glider is deleted, the glider passes, and it triggers the required stuff but it also recreates automatically another eater at the same place. So you don't have to zoom in/out to "play". You roughly select the zone, click suppr, and it's done.