Pandora Pong
#1
Posted 14 November 2009 - 08:28 AM
Currently implemented features include:
adjustable values for
paddle speed
points to win
ball speed increment
ball start speed
paddle "curvature" (meaning the weight applied to the angle at which the ball reflects based on where it hits the paddle)
Features yet to be implemented
network play
multiple graphics sets
optional accelerated motion for paddles
ball spin(? I'm not sure how well this would work in 2d pong, but I've experienced it being a fairly fun mechanic in 3d pong games)
pandora specific controls (I think the accelerated motion on paddles with the analog nubs would be pretty cool)
Right now I'm mostly looking for suggestions for additional features, though I can't promise that I will implement them, and any other feedback is certainly welcome. I will be making the source available once I've cleaned it up a bit.
tl;dr I'm making Networked pong for pandora and am looking for suggestions.
#2
Posted 14 November 2009 - 08:36 AM
I know that's a mortal sin to some, just wondering what kind of suggestions you're taking.
#3
Posted 14 November 2009 - 08:48 AM
#4
Posted 14 November 2009 - 10:23 AM
They basically combined fluid dynamics with Pong, very interesting.
Video where a player owns the AI
So:
1. Why not implement some gimmick like that to make the game play more non-linear?
2. Why not rename your game so that you don't get a CaD too?
#5
Posted 14 November 2009 - 11:19 AM
I have an idea. How about combining my and dflemsters ideas and making some powerups affect the balls path? Like a wind cannon, which would work kinda like the spray in plasma pong, attractive/repulsive magnet cannons, spatial/temporal distortion tools and so on. I think powerups could appear on the play area between the palyers and wold be collected by hitting them with the ball. Some powerups could also affect the ball itself, like speed it up, add spin etc
#6
Posted 14 November 2009 - 12:00 PM
#7
Posted 14 November 2009 - 12:30 PM
Cool! Are you looking to keep the gameplay 100% original (notwithstanding your modern feature list)? Or would you be willing to add silly modes with other stuff happening on the screen? Things like a set of tenpins in the middle, some Space Invaders style aliens etc.
I know that's a mortal sin to some, just wondering what kind of suggestions you're taking.
My main goal was to allow the game to act like classic pong, but have tools to allow the player to redesign the rules with as much freedom as possible while still maintaining a simple interface. Basically, allowing the player to relive an old favorite, but also giving them low level control over the rules with which they play. I feel that this will allow the game to act in the capacity of satisfying social and competetive play, as well as emerging into other roles that may arise.
I definitely like the ideas of both obstacle/goals in the field, and active obstructions, such as enemies. A space invaders/brickout combination could be entertaining indeed...
How about arkanoid-style powerups? Different levels (walls blocking the ball, magnets affecting its path etc)?
It would be fun to make a pong game with a story mode of some kind, or at least a single player with levels presenting challenges unique to the single player experience (read: horribly unbalanced situations with which the player must cope).
Ever heard of Plasma Pong (they got a CaD not long ago so you won't find them online any longer)?
They basically combined fluid dynamics with Pong, very interesting.
Video where a player owns the AI
So:
1. Why not implement some gimmick like that to make the game play more non-linear?
2. Why not rename your game so that you don't get a CaD too?
First off, that plasma pong business looks amazing. I could only wish that I had the time or graphics programming ability to make a game that looks that good. I will certainly attempt to add various physics sets that the game could utilize. If you or anyone else has any ideas for various rulesets that the simulation could follow (i.e. magnets in the field as per B-ZaR, a flowmap directing the ball's motion, etc.), please let me know.
On the note of receiving a CaD order, I will certainly name the game in such a way that it is not infringing upon anyone's trademarks. Possible pongless names that I have thought of or have been suggested to me by my roommate are:
- Battle Paddles
- Ping (this one is particularly satisfying due to the reference to net play)
suggestions are more than welcome for additional names.
Wow, that (Plasma Pong) is a nice one! Somehow I've missed it completely.
I have an idea. How about combining my and dflemsters ideas and making some powerups affect the balls path? Like a wind cannon, which would work kinda like the spray in plasma pong, attractive/repulsive magnet cannons, spatial/temporal distortion tools and so on. I think powerups could appear on the play area between the palyers and wold be collected by hitting them with the ball. Some powerups could also affect the ball itself, like speed it up, add spin etc
If I may alter your idea slightly to better fit the principles of the project, I think it would be interesting to allow the players to choose a particular powerup at the beginning of the game that they can use freely, or with specific limitations, within the game. This would be much like choosing a character in a fighting game. The player could select an ability that most suits their playstyle. I like this idea so much in fact, that I have a list of possible abilities for starters(half of these are just your powerups B-ZaR, so, good stuff):
- magnet abilities that allow the player to bend the path of the ball slightly as it travels.
- a wind gun that pushes the ball away from the player, speeding it up on offense while slowing it for defense.
- a slam ability that allows the player to return the ball viciously with proper timing.
- an ability to pause the ball mid transit for a fraction of a second, on a short cooldown, to be used for mindgames.
- an ability to hold the ball for a period of time, as if the paddle were "sticky".
- a smaller AI Helper paddle, that assists the player.
Any suggestions in this area would be particularly cool.
On another note, does anyone know of a good library for creating simple UI elements such as slider bars and checkboxes for setting all of these options? I've been reading them in from a config file thus far, but I obviously would like more user friendly method of entry, especially considering that I would like for the game to be contained in a .pnd and I guess a directory for graphics skins.
#8
Posted 14 November 2009 - 12:42 PM
Err... Qt?On another note, does anyone know of a good library for creating simple UI elements such as slider bars and checkboxes for setting all of these options? I've been reading them in from a config file thus far, but I obviously would like more user friendly method of entry, especially considering that I would like for the game to be contained in a .pnd and I guess a directory for graphics skins.
#9
Posted 14 November 2009 - 02:22 PM
#10
Posted 14 November 2009 - 02:54 PM
jeff
#11
Posted 14 November 2009 - 03:11 PM
#12
Posted 14 November 2009 - 03:23 PM
I really need to find that demo I did back in 2006...
In the mean time, look at this. It's what I based my program on.
Edited by dflemstr, 14 November 2009 - 03:25 PM.
#13
Posted 14 November 2009 - 03:38 PM
"Bat-l" (bat, paddle...)
Also, I second Qt. It's awesome
Ability ideas:
- Teleport, mirror paddle's position in relation to center
- Enhanced spin, double or so spin effect on the ball
- Mirage, sometimes when the ball hits the bat, a fake ball is emitted to a different direction. The fake fades away about halfway.
- Curveball, the ball curves slightly
- Edge-edge, the ball gains speed if the bat touches a wall when hitting it
As for graphics, I wouldn't sweat too much before getting the gameplay "on the ball". However it would be nice for a game like this to have the readiness to be turned into a special effect frenzy later on
#14
Posted 14 November 2009 - 05:30 PM
Instead of only in y direction, it could be also in Z (x too?) direction? Diagonal View but this is maybe better only to use with "real" Tennis simulation.
Or a more advanced Pong game, more like "Wind Jammers" for the NeoGeo, a very nice Frisbee-Game that has some references to a classic Pong-Game.
Edited by fusion_power, 14 November 2009 - 05:32 PM.
#15
Posted 14 November 2009 - 08:22 PM
Battle + Paddle = Baddle! Ping Pong Baddle!On the note of receiving a CaD order, I will certainly name the game in such a way that it is not infringing upon anyone's trademarks. Possible pongless names that I have thought of or have been suggested to me by my roommate are:
- Battle Paddles
- Ping (this one is particularly satisfying due to the reference to net play)
suggestions are more than welcome for additional names.











