Simple Game Frameworks - Files


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Notes

Release Name: 0.1 [Download]

Notes:
/*
 * Gnop - a PS2Linux based Pong clone, using SPS2
 * (or, exactly how much fun can you have with 13 coloured boxes?)
 * Gnop could also stand for "GNOP's not 'only' Pong"
 *
 * Code has been adapted as simply as possible by Eratosthenes from
 * Dr. H. S. Fortuna's tutorial code "A simple game" available from
 * http://www.hsfortuna.pwp.blueyonder.co.uk
 *
 * Eratosthenes wishes to thank Dr. Fortuna for his valuable contribution
 * to the PS2Linux community by making his tutorials open to all when he
 * could have kept them privately at his university.  Also, Henry helped
 * greatly by providing valuable feedback on the folowing code before its
 * release
 *
 * Eratosthenes also wishes to thank Sauce et al for the SPS2 module in
 * the first place, which makes the code below so easy to write
 *
 * Finally, Eratosthenes wishes he chose a name that was easier to spell.
 *
 */


Changes: /* * IMPROVING THE GAME * * To put it simply, there are an infinite number of possible improvements * to this game. Here are just a few you could have some fun with. * * * Variable ball movment/speed * If players are too good at the initial speed settings, the ball needs * to be sped up as the game increases. More worryingly, the ball comes * off the bat at a totally predictable angle every time, which doesn't * make for a very good game. * * * Variable controls * It's always nice to allow a player to use their own choice of buttons * to control the game, but in this case it should be possible to allow 2 * players to play from a single controller, as some people do not have a * second controller. Currently the game exits with a harsh error message * if 2 controllers are not found. * * * Analogue controls (pressure + sticks) * Part of the above section really - analogue controls are sometimes * better than digital controls, and the player should be given a choice. * For instance, as currently set up, the player must hold X to move * faster, why introduce this extra button when you could merely have the * player push the D-pad harder, which some may argue is more natural? * * * Title screen * Again, it's often polite to wait until players are ready before * starting a game. Whilst the one-second delay helps, a title screen * would help greatly here. I strongly doubt anyone could possibly have * grown up without hearing of pong, or without instantly realising how * to play the game, it would also be polite to have some kind of how to * play demo feature in the intro. * * * End game * To comlpement the title screen, the game shouldn't just end when one * player has lost 3 lives. We should first inform the players who has * won, and then we should allow the choice of whether to play another * game or not before exiting. * * * 1-player mode * How about a computer player to play against? This would be quite * difficult, as we need to create an AI that plays well, but has enough * imperfections to be considered beatable. We could have a series of * opponents to beat, each with different names, or we could simply pick a * difficulty level. * * * Different play styles * I've put together a very simple version of pong here, but there are * several well-known variants out there, such as soccer (where each * player has 2 bats, effectively one striker and one goalkeeper). How * about giving each player 2 bats, one which moves vertically, the other * horizontally, and give one player the task of defending both the top * and left walls? How about having targets behind the bat that need to * be knocked down? Or have a goal that shrinks when your losing, to give * the losing player a crucial advantage? * * * Story mode? * Think of your favourite big budget game, and most of them have some * kind of story mode. How about introducing some pong based challenges, * and awarding the player medals for completing them, a certain number of * which unlock new challenges and playing styles? * * * On-line play? * OK, I know it's 'only' Pong, but why not test out your network coding * skills by allowing the 2 players to be on different PS2's? This will * obviously require 2 PS2s, or a willing friend, to be tested though... * * * More that I've missed? * The point I'm trying to make is that the number of improvements you * could make is absolutely huge, and this is 'only' Pong. Let your * imagination run wild! */