RapidGameFramework
Reusable Godot managers for data-driven small games
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Arcade Pong Release Feedback

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This page tracks post-release Arcade Pong feedback that should remain visible while release polish continues. The goal is to avoid losing game polish items while still treating performance and reuse as framework work.

Completed Or Already Covered

  • Match end flow should offer a new match and return through difficulty selection rather than only resetting the same match.
  • Split Ball should add one new ball per use, even when multiple balls are already active.
  • Default music volume should start lower; current shared audio settings target 40% music by default.
  • Fast Ball and Slow Ball should be instant speed multipliers with short labels, not temporary timers that revert or accidentally slow a fast ball.
  • Power-up slots should keep stable positions and switch labels between controller buttons and keyboard numbers based on active input.
  • Paddle collision should use a tighter inset so transparent sprite padding does not count as a hit.
  • Main score display should read as a scoreboard rather than plain text.
  • Match end flow should use the shared result modal, offer New Match, and return through difficulty selection without softlocking.
  • Controller/game information is available from Arcade Pong with tabs for controller controls, keyboard controls, how to play, and power-up descriptions. RB/LB moves between tabs.
  • Stats popups use the shared mobile-safe stats panel clamp so long stat lists keep the Back button visible and scroll in the middle region.
  • Achievement popups use the shared mobile-safe achievement panel clamp so long lists stay scrollable and the Back button remains visible.
  • Arcade Pong's playfield has been stretched vertically for the 800x600 browser target while keeping score/status UI outside the field.
  • Fast-ball paddle checks use swept collision in addition to overlap checks, and smoke coverage protects the high-speed tunneling case.
  • Per-frame Pong HUD labels now skip unchanged text writes through uiFlowManager.set_label_text_if_changed(...).
  • Arcade Pong multiball advancement and scoring splits use arcadePhysicsManager.step_ball_group(...) and collect_ball_group_scoring(...).
  • Arcade Pong rocket projectile advancement, target-hit partitioning, and out-of-bounds cleanup now use arcadePhysicsManager.step_projectiles(...), leaving stun/stat/SFX responses in the game scene.
  • Arcade Pong paddle colors, ball skins, AI profiles, power-up definitions, game settings, and achievement definitions now load through dataCacheManager, avoiding repeated raw JSON parsing in the scene and providing a reusable cache path for future match preset/cosmetic catalogs.
  • Arcade Pong score, match-end, power-up, rocket-hit, and rally stat changes now use batched statsManager.record_events(...) calls so achievement checks run once per gameplay event instead of once per individual counter mutation.
  • Arcade Pong now queues mid-match saves through saveManager and flushes at safe boundaries, reducing gameplay disk writes while preserving match-complete summaries and menu/scene exits.
  • Arcade Pong's single-game build profile is now covered by a reusable buildProfileManager audit that checks required shared/game roots and guards against direct includes for other games' data roots.
  • The broad data-loading/save-state work is closed for the current Arcade Pong release pass. Remaining cache/save work should happen only when a new release profile or measured playtest issue needs it.

Remaining Release Items

Asset And Sprite Pipeline

  • Add final music/SFX assets and tune browser preload/decode behavior so track changes do not hitch gameplay.
    • Started: audioManager now keeps a second music player queued with the next stream before playback switches.
  • Add final power-up icons and verify each power-up sprite is included in Arcade Pong's warm profile.
  • Add shader/material support for sprite animation polish, with low-power fallbacks for web/mobile.

Game Loop And Entity Systems

  • Continue moving active power-up labels and timed effect state toward shared entity/update helpers after the next playtest confirms the current Pong feel is stable. Rocket projectile stepping is already on the shared arcade physics path.

Mobile And Browser Hardening

  • Run the Arcade Pong section of Mobile And Browser Hardening Checklist before the next public update.
  • Add or expose low-power visual/audio presets if browser play still hitches on older devices.

Editor And Content Tooling Backlog

These are useful framework tooling tasks, but they should not interrupt the Arcade Pong performance/polish lane unless they directly unblock release work.

  • Add drag painting to the Godot RGF Level Tools plugin.
  • Add eraser mode and rectangle/stamp brushes.
  • Add layer controls and collision/validation overlays.
  • Add a playtest-current-level action that launches the selected level in its target game.