- Add 01-02-SUMMARY.md documenting physics implementation, GameConfig, zone angles, and Phase 2 extension notes - Update STATE.md: Phase 1 complete (2/2 plans), add decisions 8-10 for zone angles/GameConfig/vx-vy decomposition - Update ROADMAP.md: Phase 1 progress shows 2/2 plans complete - Mark CORE-01, CORE-02, CORE-03, CORE-04 complete in REQUIREMENTS.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
5.4 KiB
5.4 KiB
Requirements: Super Pong Next Gen
Defined: 2026-03-10 Core Value: Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience
v1 Requirements
Requirements for initial release. Each maps to roadmap phases.
Core Gameplay
- CORE-01: Ball moves continuously and bounces off top and bottom walls
- CORE-02: Each player controls a paddle that deflects the ball
- CORE-03: Ball angle changes based on where it hits the paddle (not purely geometric)
- CORE-04: Ball speed increases gradually over the course of a match
- CORE-05: Player scores a point when ball passes opponent's paddle
- CORE-06: Match ends when a player reaches the target score (first to N points)
- CORE-07: Player 1 controls paddle with keyboard (W/S keys)
- CORE-08: Player 2 controls paddle with keyboard (Up/Down arrow keys)
AI Opponent
- AI-01: AI opponent tracks and intercepts the ball
- AI-02: Easy difficulty: AI reacts slowly with error margin — beatable by any player
- AI-03: Medium difficulty: AI reacts at moderate speed — provides fair challenge
- AI-04: Hard difficulty: AI reacts fast but not perfectly — requires skill to beat
Screens
- SCRN-01: Title screen displays game name with visual branding
- SCRN-02: Mode select screen lets player choose Solo vs AI or 2-Player
- SCRN-03: Settings menu allows configuring AI difficulty, sound on/off, and color scheme
- SCRN-04: Game over screen shows match result (winner) and offers Play Again and Main Menu options
Visual Effects
- VFX-01: Ball emits a glowing aura that intensifies as speed increases
- VFX-02: Ball leaves a fading motion trail behind it
- VFX-03: Particles burst from ball impact point when ball hits paddle or wall
- VFX-04: Screen shakes briefly when a player scores a point
- VFX-05: Canvas renders sharply on Retina/HiDPI displays (devicePixelRatio aware)
Power-Ups
- PWR-01: Power-up spawns in the arena at random intervals during a match
- PWR-02: Player collects a power-up by hitting it with the ball
- PWR-03: Multi-ball power-up spawns a second ball in play
- PWR-04: Enlarged paddle power-up temporarily increases collector's paddle height
- PWR-05: Speed boost power-up temporarily increases ball speed
- PWR-06: Slow time power-up temporarily slows the opponent's ball perception (slows everything except collector's paddle)
- PWR-07: Active power-up is visually indicated on the collecting player's side
Arenas
- ARENA-01: Default arena: classic open Pong layout
- ARENA-02: Obstacle arena: center barrier or pair of obstacles that deflect the ball
- ARENA-03: Each arena has a distinct visual theme (colors, background style)
- ARENA-04: Player selects arena from mode select or settings screen
Audio
- AUD-01: Sound effect plays when ball hits a paddle
- AUD-02: Sound effect plays when ball hits top or bottom wall
- AUD-03: Sound effect plays when a player scores a point
- AUD-04: Audio context initializes only after first user interaction (respects browser autoplay policy)
- AUD-05: Sound can be toggled on/off from settings
v2 Requirements
Deferred to future release. Tracked but not in current roadmap.
Experience
- EXP-01: Pause screen with resume option mid-match
- EXP-02: Background music loop during gameplay
Content
- CONT-01: Third arena variant with moving obstacles
- CONT-02: Difficulty progression beyond hard (adaptive AI)
- CONT-03: Combo counter for consecutive paddle hits
Out of Scope
Explicitly excluded. Documented to prevent scope creep.
| Feature | Reason |
|---|---|
| Online multiplayer | No backend, high complexity — out of scope for v1 |
| Mobile touch controls | Keyboard-first; separate design problem |
| Persistent leaderboards / accounts | Requires database / server |
| More than 4 power-up types | Research warns balance becomes unmanageable beyond 4 |
| Tutorial flow | Pong teaches itself; tutorial adds complexity for no gain |
Traceability
Which phases cover which requirements. Updated during roadmap creation.
| Requirement | Phase | Status |
|---|---|---|
| CORE-01 | 1 | Complete |
| CORE-02 | 1 | Complete |
| CORE-03 | 1 | Complete |
| CORE-04 | 1 | Complete |
| CORE-05 | 2 | Pending |
| CORE-06 | 2 | Pending |
| CORE-07 | 1 | Complete |
| CORE-08 | 2 | Pending |
| AI-01 | 2 | Pending |
| AI-02 | 2 | Pending |
| AI-03 | 2 | Pending |
| AI-04 | 2 | Pending |
| SCRN-01 | 3 | Pending |
| SCRN-02 | 3 | Pending |
| SCRN-03 | 3 | Pending |
| SCRN-04 | 3 | Pending |
| VFX-01 | 4 | Pending |
| VFX-02 | 4 | Pending |
| VFX-03 | 4 | Pending |
| VFX-04 | 4 | Pending |
| VFX-05 | 1 | Complete |
| PWR-01 | 4 | Pending |
| PWR-02 | 4 | Pending |
| PWR-03 | 4 | Pending |
| PWR-04 | 4 | Pending |
| PWR-05 | 4 | Pending |
| PWR-06 | 4 | Pending |
| PWR-07 | 4 | Pending |
| ARENA-01 | 4 | Pending |
| ARENA-02 | 4 | Pending |
| ARENA-03 | 4 | Pending |
| ARENA-04 | 4 | Pending |
| AUD-01 | 3 | Pending |
| AUD-02 | 3 | Pending |
| AUD-03 | 3 | Pending |
| AUD-04 | 3 | Pending |
| AUD-05 | 3 | Pending |
Coverage:
- v1 requirements: 37 total
- Mapped to phases: 37
- Unmapped: 0 ✓
Requirements defined: 2026-03-10 Last updated: 2026-03-10 after roadmap creation