5.9 KiB
Roadmap: Super Pong Next Gen
Project: Super Pong Next Gen Created: 2026-03-10 Granularity: Coarse (5 phases) Total Requirements: 37 v1 requirements
Phases
- Phase 1: Foundation - Game loop, rendering, input, physics, collision
- Phase 2: Core Gameplay - AI opponent, second paddle, score tracking, state management
- Phase 3: Complete Experience - Screens, menus, audio, pause functionality
- Phase 4: Polish & Depth - Visual effects, power-ups, multiple arenas
- Phase 5: Release - Performance tuning, cross-browser testing, final validation
Phase Details
Phase 1: Foundation
Goal: Build a solid technical foundation with game loop, rendering at correct DPI, responsive input, and working physics/collision so players can move a paddle and watch the ball react.
Depends on: Nothing (first phase)
Requirements: CORE-01, CORE-02, CORE-03, CORE-04, CORE-07, VFX-05
Success Criteria (what must be TRUE when this phase completes):
- Game canvas renders sharply on Retina/HiDPI displays (devicePixelRatio aware)
- Ball moves continuously and bounces predictably off top and bottom walls
- Player 1 can control paddle smoothly with W/S keys with minimal input lag
- Ball angle changes based on where it hits the paddle (not purely geometric)
- Ball speed increases gradually over the course of a match
Plans: 2 plans
Plans:
- 01-01-PLAN.md — HTML scaffold, HiDPI canvas, Renderer, GameLoop, Input, Player 1 paddle
- 01-02-PLAN.md — Ball physics: movement, wall bounce, zone-based deflection, speed increment
Phase 2: Core Gameplay
Goal: Deliver a playable single-player game where players can engage with a responsive, skill-based AI opponent with meaningful difficulty progression.
Depends on: Phase 1
Requirements: CORE-05, CORE-06, CORE-08, AI-01, AI-02, AI-03, AI-04
Success Criteria (what must be TRUE when this phase completes):
- Player 2 can control paddle with Up/Down arrow keys independently from Player 1
- AI opponent successfully tracks and intercepts the ball with behavior varying by difficulty
- Easy AI is beatable by average players; Medium provides fair challenge; Hard requires skill
- Player scores point when ball passes opponent's paddle
- Match ends when a player reaches target score with clear game-over state
- No memory leaks or event listener cleanup issues after multiple rounds
Plans: TBD
Phase 3: Complete Experience
Goal: Transform the game from a bare mechanic into a polished, navigable experience with proper UI flow, settings control, and audio feedback that respects browser autoplay policies.
Depends on: Phase 2
Requirements: SCRN-01, SCRN-02, SCRN-03, SCRN-04, AUD-01, AUD-02, AUD-03, AUD-04, AUD-05
Success Criteria (what must be TRUE when this phase completes):
- Title screen displays with game name and visual branding
- Mode select screen lets player choose Solo vs AI or 2-Player gameplay
- Settings menu allows configuring AI difficulty, sound on/off, and color scheme
- Game over screen shows match result and offers Play Again and Main Menu options
- Sound effects play on paddle hit, wall hit, and scoring events
- Audio initializes only after first user interaction (respects browser autoplay policy)
- Sound can be toggled on/off from settings without breaking game state
Plans: TBD
Phase 4: Polish & Depth
Goal: Add visual "juice" and strategic depth through particle effects, power-ups, and arena variety, transforming a functional game into a captivating experience players want to replay.
Depends on: Phase 3
Requirements: VFX-01, VFX-02, VFX-03, VFX-04, PWR-01, PWR-02, PWR-03, PWR-04, PWR-05, PWR-06, PWR-07, ARENA-01, ARENA-02, ARENA-03, ARENA-04
Success Criteria (what must be TRUE when this phase completes):
- Ball emits glowing aura that visibly intensifies as speed increases
- Ball leaves fading motion trail behind it during play
- Particles burst from impact point when ball hits paddle or wall
- Screen shakes briefly when a player scores point
- Power-ups spawn at random intervals; player collects by hitting with ball
- Multi-ball power-up spawns second ball; Enlarged paddle increases collector's height; Speed boost accelerates ball; Slow time slows opponent's perception
- Active power-up is visually indicated on collecting player's side
- Default arena available with classic open Pong layout
- Obstacle arena available with center barrier that deflects ball
- Each arena has distinct visual theme with different colors and background style
- Player can select arena from mode select or settings screen
Plans: TBD
Phase 5: Release
Goal: Verify the game performs reliably across target browsers and hardware, with no frame drops, no rendering issues on high-DPI displays, and all critical pitfalls mitigated.
Depends on: Phase 4
Requirements: None (all requirements covered by phases 1-4; this phase is validation)
Success Criteria (what must be TRUE when this phase completes):
- Game maintains 60 fps consistently during gameplay on target hardware (Chrome, Firefox, Safari, Edge)
- No memory leaks detected after 10+ consecutive matches
- Canvas rendering remains sharp on Retina/HiDPI displays (verified on real hardware)
- Input lag remains <50ms across all browsers
- All critical pitfalls identified in research are mitigated (tunneling, autoplay, AI balance, etc.)
- Game runs correctly as a single static HTML file on any static host
Plans: TBD
Progress
| Phase | Plans Complete | Status | Completed |
|---|---|---|---|
| 1. Foundation | 0/2 | Planned | — |
| 2. Core Gameplay | 0/? | Not started | — |
| 3. Complete Experience | 0/? | Not started | — |
| 4. Polish & Depth | 0/? | Not started | — |
| 5. Release | 0/? | Not started | — |
Roadmap created: 2026-03-10 Phase 1 planned: 2026-03-10