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    <title>DEV Community: Gotharden</title>
    <description>The latest articles on DEV Community by Gotharden (@gotharden).</description>
    <link>https://dev.to/gotharden</link>
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      <title>DEV Community: Gotharden</title>
      <link>https://dev.to/gotharden</link>
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      <title>I made Pong, then added 145 ways to ruin it</title>
      <dc:creator>Gotharden</dc:creator>
      <pubDate>Sun, 08 Nov 2026 12:52:26 +0000</pubDate>
      <link>https://dev.to/gotharden/i-made-pong-then-added-145-ways-to-ruin-it-4p35</link>
      <guid>https://dev.to/gotharden/i-made-pong-then-added-145-ways-to-ruin-it-4p35</guid>
      <description>&lt;p&gt;It started with a pretty simple idea, i wanted a more fun version of Pong that I could just launch and play offline&lt;/p&gt;

&lt;p&gt;The original game is great, but after a while, matches can become a little repetitive. I wanted something that kept the familiar Pong gameplay but made every match less predictable.&lt;/p&gt;

&lt;p&gt;That's how Pong: Chaos Edition started.&lt;/p&gt;

&lt;p&gt;The game is written in Python using Pygame, the foundation is obviously still regular Pong: two paddles, a ball, a scoreboard, a CPU opponent and local multiplayer (if you want)&lt;/p&gt;

&lt;p&gt;I wanted to keep that foundation relatively simple because almost everything else would be built around it.&lt;/p&gt;

&lt;p&gt;The first major addition was the event system. Instead of having the game follow exactly the same rules throughout a match, events can temporarily change how things work.&lt;/p&gt;

&lt;p&gt;You might get multiple balls, different paddle sizes, unusual movement, obstacles or effects that interfere with your controls. Some events are helpful, while others are deliberately annoying.&lt;/p&gt;

&lt;p&gt;One of the more interesting parts of the development was figuring out how to make events affect the same game without constantly interfering with each other.&lt;/p&gt;

&lt;p&gt;For example, imagine one event making a paddle larger while another makes it smaller or changes its movement speed. When an event ends, it should only remove the effects that it introduced.&lt;/p&gt;

&lt;p&gt;I ended up using an ownership-based modifier system. Effects are associated with the event that created them, which allows the game to clean them up when that event finishes.&lt;/p&gt;

&lt;p&gt;This also makes it possible for several effects to coexist instead of having each event directly rewrite the same game properties.&lt;/p&gt;

&lt;h2&gt;
  
  
  Sometimes it stops being Pong
&lt;/h2&gt;

&lt;p&gt;Another thing I wanted was for some events to go much further than simply changing the rules.&lt;/p&gt;

&lt;p&gt;Certain events temporarily take over the entire game and introduce a different mini-game. There are platforming challenges, football, tank battles, Snake, chess, quizzes, typing challenges and even a small first-person shooter called PONGDOOM.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F0q1i6rjfehzaxosg6s9a.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F0q1i6rjfehzaxosg6s9a.png" alt="Triple chaos" width="800" height="600"&gt;&lt;/a&gt;&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fb4xi0ffbgc6svfhpvlmy.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fb4xi0ffbgc6svfhpvlmy.png" alt="PONGDOOM" width="800" height="600"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;These aren't just visual effects on top of Pong, since they quite literally have their own gameplay, controls and objectives.&lt;/p&gt;

&lt;p&gt;The interesting part is that their results can still affect the original match, winning a takeover mini-game can earn you points.&lt;/p&gt;

&lt;h2&gt;
  
  
  Giving it an old-school look and sound
&lt;/h2&gt;

&lt;p&gt;I also wanted the game to have a recognizable retro arcade appearance.&lt;/p&gt;

&lt;p&gt;Rather than relying entirely on standard fonts and modern rendering, I implemented a small 5x7 bitmap font, a restricted color palette and pixel-aligned drawing. There are also scanlines and other visual details to give it an older arcade feel.&lt;/p&gt;

&lt;p&gt;The audio was another part I wanted to handle myself, instead of relying entirely on prerecorded sound effects, the game generates its sounds using simple waveforms such as square waves, pulses and noise.&lt;/p&gt;

&lt;p&gt;The music follows the same general idea, with different tracks and moods depending on what's happening during a match.&lt;/p&gt;

&lt;h2&gt;
  
  
  What's interesting about the project
&lt;/h2&gt;

&lt;p&gt;What I find interesting about this kind of project is how much can grow out of a relatively simple game.&lt;/p&gt;

&lt;p&gt;The underlying Pong mechanics haven't disappeared, they're still there, but an additional system can temporarily change almost every aspect of the experience.&lt;/p&gt;

&lt;p&gt;I originally just wanted a more entertaining way to play Pong offline, but hey, itt ended up becoming a much larger experiment in combining small gameplay systems into one chaotic arcade game.&lt;/p&gt;

&lt;h2&gt;
  
  
  The project
&lt;/h2&gt;

&lt;p&gt;The source code is available on &lt;a href="https://github.com/gothardener/pongchaos" rel="noopener noreferrer"&gt;GitHub: Pong: Chaos Edition&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Feel free to check it out, explore the code or try the game yourself.&lt;/p&gt;

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      <category>gamedev</category>
      <category>showdev</category>
      <category>python</category>
      <category>programming</category>
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