Firefly Devlog
I have started developing a game. Not just any game. A clone of my favourite game: Tetris.
I am developing this game for a console. Not just any console. A console that does not yet exist, but is currently being developed.
The console is called Firefly Zero and is completely open source. At least the parts that already exist. And that’s quite a lot: SDKs for a whole range of programming languages, CLI tools and - most importantly - an emulator.
At the moment, I’m programming in Go. Mostly in the evenings; let’s see how far I get!
2026
State Drift
New entry for the devlog: We now have a proper distinction between singleplayer/multiplayer-coop. The later one is now also fully functional. For coop I implemented player-specific colors, so it is possible to see who dropped which blocks (will be configurable in future). Without it looked a bit “chaotic”. Also I think it will be cool to see “who is faster”. I also thought about making the block drop round based… But I feel like this way its more fun.
But oh no! The state drifts.

Gram told me I should be careful with getMe() calls outside of render(). Investigating…
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Cooperative Multiplayer PoC
Started tackling (coop) multiplayer… I broke quite a bit of my input logic (have yet to understand why), but overall it does what I expect !π
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Save Blocks
After going through the topic of SRS I have to admit: it feels like a totally different game. It is incredible how much this rule set pays into the tetris experience!
It definitely took a while to find a good way to implement it; but pretty happy with the outcome.
Oh, and you can now save blocks for laterΒ π
From a UI-perspective: do you prefer the save-block on the left or the right side?
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SRS Shenanigans
I was today years old when I learned, that my approach to dropping blocks is super naive. Hell, there is even an official Tetris guide on how blocks have to behave under certain conditions. They call it the Super Rotation System!π
It even seems to be some kind of common sense among Tetris conoceurs.
Guess I will implement it, as this would mean blocks in the game would behave as in every other modern Tetris game. Also things like T-Spins would be possible.
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It's a game!
Small update… already way more playable. Scores, line count, levels work. hard drop and drop shadow caused some headache today, but running fine now. Next I’ll probably dig into UI. A lot of things can be configured already, would be cool to do this from UI instead of code !π
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Humble beginnings
Over Christmas holidays I spend some time playing with the firefly-zero SDK. Over the weekend I took some free time to implement a Tetris clone. Parts of the game loop are already functional. My goal is to create a highly customisable version (configure block colors, enable games with/without save blocks, toggle next block preview, configurable number of rols/cols…), to make a more interesting version of Tetris.
Currently I’m struggling a bit finding a name… As I wanted to adhere to the firefly theme, I came up with “Luminos” (… Lumen, Tetriminos… get it? π ). The problem: apparently there is a board game with the same name. I still like it and use it as a working name…
Other names I came up with:
- Lumen Blocks
- Firefly Blocks
Some additional names the fine folks of the Firefly-Zero Discord came up with:
- Fourfly
- Firetris
- Tetrafly
- Flytris
- Lucitris
- Lucid Blocks
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