11-19-2013, 12:28 PM
Game of badminton that involves synchrony and timing.
The game's rules are identical to real life badminton: sending the shuttle to the other field to score points.
The main difference in this game is that the field is seen in a 2D sideview of the court, with the opponents roughly placed to the left and right of the screen, with a net in the middle.
You may control your character left and right, jump and hit the incoming shuttle to defend your side.
The main difference in this game is that the field is seen in a 2D sideview of the court, with the opponents roughly placed to the left and right of the screen, with a net in the middle.
You may control your character left and right, jump and hit the incoming shuttle to defend your side.
D-PAD
*Selects option
*Moves character
*Adds curve to the shuttle's trajectory
BUTTON 1
*Accepts option
*Swings racket
BUTTON 2
*Declines option
*Jump
*Selects option
*Moves character
*Adds curve to the shuttle's trajectory
BUTTON 1
*Accepts option
*Swings racket
BUTTON 2
*Declines option
*Jump
The game's main aspect is the shuttle, which has different physics involved to it. Due to its complexity, it's described in child spoiler tags.
The shuttle's trajectory is described in a simple graph with 2 segments, A and B:
Segment A: The shuttle starts moving with a high speed, but also a big de-acceleration before reaching the apex.
Segment B: After reaching the apex, the shuttle keeps a roughly constant speed, slowly accelerating due to the gravity.
This is the basic movement path of the shuttle, which can vary in angle, speed and acceleration depending on the way you hit it.
Segment A: The shuttle starts moving with a high speed, but also a big de-acceleration before reaching the apex.
Segment B: After reaching the apex, the shuttle keeps a roughly constant speed, slowly accelerating due to the gravity.
This is the basic movement path of the shuttle, which can vary in angle, speed and acceleration depending on the way you hit it.
***
The main aspect that can influentiate the shuttle's trajectory is the angle it is in reference to the ground when you hit it. In the game, there are 4 different situations you can hit the shuttle:
I =45°. When you hit the shuttle with a 45° angle in relation to the ground, it'll be sent back in the same angle, with a speed bonus.
II >45°. In this situation the shuttle will be sent in the same angle, but the speed will decrease.
III <45°. In this situation the shuttle will be sent in the same angle + accuracy coeficient bonus (max. 45°. More about this below) and with a small speed bonus.
IV <0°. In this special case, hitting the shuttle will perform a 'smash hit', an offensive shot directed to the opponent court. Due to the angle, you must be near the net and jump to score a 'smash hit'.
OBS: Use 30° instead of 45° for calculation?
I =45°. When you hit the shuttle with a 45° angle in relation to the ground, it'll be sent back in the same angle, with a speed bonus.
II >45°. In this situation the shuttle will be sent in the same angle, but the speed will decrease.
III <45°. In this situation the shuttle will be sent in the same angle + accuracy coeficient bonus (max. 45°. More about this below) and with a small speed bonus.
IV <0°. In this special case, hitting the shuttle will perform a 'smash hit', an offensive shot directed to the opponent court. Due to the angle, you must be near the net and jump to score a 'smash hit'.
OBS: Use 30° instead of 45° for calculation?
***
The second aspect that affects the shuttle's trajectory is the Accuracy Coeficient. In other words, it's the timing that you hit the shuttle that will ensure a steady path for it.
There are 5 main different possibilities for the Accuracy Coeficient calculation, and in-between values can happen:
[1.......2.......3.......4.......5]
1: Too slow. The player took too long to swing the racket. This results in a miss and a point to the opponent.
2: Slow. The player took longer than usual to hit the racket. This results in a faster and poorly controllable shuttle trajectory. You also get a small angle bonus.
3: Perfect. The player hit the shuttle at the right moment. This results in a fast and steady shuttle. You also get a max angle bonus. (caps at 45°).
4: Fast. The player swung the racket a tad too early. This results in a slower and punishable shuttle. You also get a small angle bonus.
5: Too early. The player swung the racket way too early, resulting in dropping the shuttle and giving a point to the opponent.
There are 5 main different possibilities for the Accuracy Coeficient calculation, and in-between values can happen:
[1.......2.......3.......4.......5]
1: Too slow. The player took too long to swing the racket. This results in a miss and a point to the opponent.
2: Slow. The player took longer than usual to hit the racket. This results in a faster and poorly controllable shuttle trajectory. You also get a small angle bonus.
3: Perfect. The player hit the shuttle at the right moment. This results in a fast and steady shuttle. You also get a max angle bonus. (caps at 45°).
4: Fast. The player swung the racket a tad too early. This results in a slower and punishable shuttle. You also get a small angle bonus.
5: Too early. The player swung the racket way too early, resulting in dropping the shuttle and giving a point to the opponent.
***
Additionally, you can induce a curve effect on the shuttle trajectory by keeping the racket button pressed and pressing left or right.
Pressing left will rotate the shuttle slightly counterclockwise, while pressing right will rotate it clockwise.
It's worthy to note that while you press the racket button down, your player cannot move, and when you release it, you cannot induce the shuttle anymore.
Pressing left will rotate the shuttle slightly counterclockwise, while pressing right will rotate it clockwise.
It's worthy to note that while you press the racket button down, your player cannot move, and when you release it, you cannot induce the shuttle anymore.
***
A smash hit is performed whenever you hit a shuttle while it's less than 0° in relation to the ground.
Different than other hits, the smash hit cannot be curved, and the angle will not matter (as long as it is smaller than 0°, the hit will be the same).
The only thing that can change its trajectory is the Accuracy Coeficient. Hitting it at the right time will send the shuttle in the middle of the court. Hitting it early will shoot it near the net and taking longer to hit will send it farther away, risking throwing outside the court.
Different than other hits, the smash hit cannot be curved, and the angle will not matter (as long as it is smaller than 0°, the hit will be the same).
The only thing that can change its trajectory is the Accuracy Coeficient. Hitting it at the right time will send the shuttle in the middle of the court. Hitting it early will shoot it near the net and taking longer to hit will send it farther away, risking throwing outside the court.
***
Before a match, you can choose between three shuttles with different weighs. They all have differing physics which can change gameplay.
The player can move and jump freely in his court, but overdoing it will tire him. If he becomes completely tired, his Accuracy Coeficient will get worse and his walk/jump speed will become slower.
Standing still will shrink his fatigue little by little so ideally you need to alternate walking and resting to endure longer.
If the shuttle falls on the ground, the fatigue will be instantly reset.
Standing still will shrink his fatigue little by little so ideally you need to alternate walking and resting to endure longer.
If the shuttle falls on the ground, the fatigue will be instantly reset.
Before every game, you can choose items to change your stats. They are divided as follows:
SHOES: changes JUMP, SPEED, FATIGUE.
RACKET: changes ACC. COEFICIENT, RANGE.
ACCESSORY: Bonus item. Can increase any of the stats mentioned above.
SHOES: changes JUMP, SPEED, FATIGUE.
RACKET: changes ACC. COEFICIENT, RANGE.
ACCESSORY: Bonus item. Can increase any of the stats mentioned above.