









A friend and I were discussing his data driven architecture he's coding for his game he is programming. He got to the point where he had a working system when he realized that he had no idea as to what to make with it.
The most obvious choice was pong. He kind of grunted at the idea but we started talking about different takes on the game. There are a millions flavours of pong including (but not limited to) plasma pong, pong RPG, all flavours of battle pongs, etc but how were we to make a new pong that is still interesting?
One of the good ideas we had spawned from a joke. I hate kid's TV shows about kids with cards who duel using said cards and take their game very seriously. I'm takling about winning or losing a match is the difference between life or death (it's a freakin' card game!). So hence card game pong was born!
Essentially the game starts as a regular pong match. Every time the ball hits a paddle the player draws a card. The player can hold five cards in his hand. These cards would have effects in the game whenever they are put into play. An example of this would be a ball split card or a temporary paddle extension card.
What's interesting about the ball split card is that it could be used strategically for the owner of the card by using it against himself. Since the player draws a card whenever the ball hits his paddle if he used the split card just before it hits he would have the right to draw three cards (assuming the ball splits into three balls).
I guess the controls would use the arrow keys or wasd to move the paddle and the mouse to choose cards. My only concern is whether the player will have trouble keeping track of the cards he has while the ball is in play. It would be an interesting experiment nonetheless.
So what are other cool ideas?



If this isn't an important milestone I don't know what is! After a couple weeks of hard work and late nights we managed to implement some wicked stuff including but not limited to:
So I finished reading A Theory of Fun for Game Design by Raph Koster and it is wicked. I have never finished a game so I can't call myself a game designer but I'll gladly say that when I do finish a game I will be a better game designer.


And so you can imagine having those explosions tile and igniting in a cascade motion all over a tank sprite... just wicked...
[edit]I'm using Photoshop Elements 4.0 for my pixel art but that can be a little pricy (I was lucky and got a copy with my Wacom Tablet). In case you want to use free software and think MS Paint is a little dated here's a good tutorial on how to setup the GIMP for pixel art.[/edit]
Two weeks ago my buddy who had worked on Popo contacted me telling me that he had started coding a shmup with base building elements. He showed me a screenshot and I knew right there and then that I had to get involved.
So we got together, discussed some of the games feature and came to a consensus. So far my involvement in the project has been pixel art for all the sprites and tiles but I hope to move onto coding once the graphics have all been assembled.