KIT109 Assignment 1 - Pong
Hello all! This is currently pretty much a finished project of my pong game!
This is just a regular pong game, but it has the ability to support 8 players!
2v2v2v2 game has not been tested so be mindful it may be buggy. Same goes for trying to assign gamepad controllers.
- Sine
Controls:
Up arrow Down arrow Left arrow Right arrow | Player 1 | Up/Down - Vertical Movement, Left/Right - Horizontal Movement |
W A S D | Player 2 | W/S - Vertical Movement A/D - Horizontal Movement |
O L ; K | Player 3 | O/L - Vertical Movement K/; - Horizontal Movement |
G B V N | Player 4 | G/B - Vertical Movement V/N - Horizontal Movement |
GamePad Right Stick | Any Player | Up/Down right stick - Vertical Movement Left/Right right stick - Horizontal Movement |
Player 5 | Same keyboard controls as player 1 | |
Player 6 | Same keyboard controls as player 2 | |
Player 7 | Same keyboard controls as player 3 | |
Player 8 | Same keyboard controls as player 4 | |
ESC | Pause Game |
Here's a short dev log of what happened.
Day 1-2
- Made a basic pong game that doesn't score but allows player movement, wall bouncing and balls bounces
- Added a basic main menu UI system.
- Researching some assets on the unity asset store. I am using Painted HQ 2D Forest Medieval Background | 2D Environments | Unity Asset Store evening sky as the background for the main menu.
Day 3-5
- After pulling most of my hair out over trying to get multiple player controls to work... on the same keyboard and or gamepad. I was able to complete it.
- Finished the basic 1v1 pong game.
Day 6-10 (I think)
- Finished 2v2, 1v1v1v1 and 2v2v2v2 pong games after making ball spawners, Player spawners, modifying some scripts from tut 3-5 and adding more Ui's for pause, win and score screens using the new unity UI toolkit.
Just clarifying for the assignment. None of my code or content was/or based or copied from any AI generated content.
Other References...
https://gamedev.stackexchange.com/questions/151840/random-direction-vector-relat...
https://medium.com/@kunaltandon.kt/scaling-sprites-based-on-screen-resolutions-f...
Comments
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Obviously great work getting more than 2 players working, its a good technical feat. It's a shame that you didn't get to sounds, and missed a mark on graphics for the center line.
The player join is a little unintuitive, and requires the players to navigate multiple menu screens -- I realise this is necessary though with multiple keyboard players, as with multiple controllers players could just ready-up with a button press.
One side effect of the player-join is that in two player mode I ended up with the left-side player using up/down (right-side of keyboard), and the right-side player using W/S (left-side of keyboard), which is backwards and a touch confusing.
These issues aside (and a few that I have highlighted in the individual CRA rows), its still excellent work, well done.