May 25 2009

What’s that Pong!?

Over the past few weeks, I’ve been work­ing on some iPhone game devel­op­ment. For a long time I’ve wanted to get back into game dev (long aban­doned after Uni­ver­sity as some­thing that I didn’t have time for) — the iPhone is prov­ing to be a fun plat­form to work with.

So here is a brief treat­ment of my first project, which for the moment goes by the moniker Dot­Slash­Pong. It’s in (work­ing, but early) pro­to­type at the moment, but I’ll tell you more about it as devel­op­ment con­tin­ues — and pro­vide a few screen­shots in about a months’ time!

Overview

Pong is an ancient videogame clas­sic. The orig­i­nal game fea­tured a few sim­ple ele­ments — two pad­dles, a ball bounc­ing between them. The object of the game was to bounce the ball off your pad­dle in such a way that your oppo­nent failed to sub­se­quently hit it. If the ball goes off your side of the screen, your oppo­nent scores a point.

Sim­ple. Laugh­ably prim­i­tive by today’s standards.

Dot­Slash­Pong takes that game­play and tears its face off. The basic game­play is the same, albeit sped up some­what to cater for the faster twitchin’ reflexes of today’s gamer on the go. The pad­dle is con­trolled by sub­tle twist­ing of the iPhone, using the accelerom­e­ters to con­vert that twist­ing motion into move­ment of the pad­dle. We add a lib­eral sprin­kling of power-​ups, some extremely shiny neon graph­ics, a theme, a sub­tle whiff of a metagame, and occa­sional com­plete break­down of the expected Pong metaphor.

Then we toss that on the iPhone, lib­er­ally apply mul­ti­player and net­work con­nec­tiv­ity in some unex­pected ways, and see what we get.

Con­tinue reading


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