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 1Up/Down - Vertical Movement,
Left/Right - Horizontal Movement
W
A
S
D
Player 2W/S - Vertical Movement
A/D - Horizontal Movement
O
L
;
K
Player 3O/L - Vertical Movement
K/; - Horizontal Movement
G
B
V
N
Player 4G/B - Vertical Movement
V/N - Horizontal Movement
GamePad Right StickAny PlayerUp/Down right stick - Vertical Movement
Left/Right right stick - Horizontal Movement
Player 5Same keyboard controls as player 1
Player 6Same keyboard controls as player 2
Player 7Same keyboard controls as player 3
Player 8Same keyboard controls as player 4
ESCPause 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.