Tuesday, November 3, 2009

Pong Postmortem: Completing a Game in 24 Hours!

For the uninitiated (or techno-illiterate), a "postmortem" is a wrap-up discussion summarizing the good, bad, and ugly of a project following its development. What follows is a summary of the creation of my first completed game, a clone of the Atari classic Pong.

My Pong clone was created in 24 hours, though not in the type of all-nighter hack-a-thon you might expect or even a typical three work days. I have a full-time day job, so development is typically done late evenings, but fortunately I kept track of the amount of time spent on specific components. Note that I started with a working Direct3D application from Luna's book Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach. Here is the hours-to-effort breakdown:

  • 10 Hours - I dedicated the first 10 hours to rendering the basics of the game: the board, two paddles, and the ball. This included creation of graphical "placeholders"; I'm not an artist but I realized I could come back and make the art fancy after everything worked. Getting the ball in motion and then allowing it to bounce off the walls and paddles (Collision Detection) was the second major focus. Finally, the simple mechanic of allowing the player to move a paddle up/down brought the game into a playable state.

  • 4 Hours - The primary effort of the next stretch was to implement a basic computer opponent (Artificial Intelligence), and I started with a perfect opponent whose vertical position matched the ball's position at every moment. When adding different game modes, this perfect opponent became part of the game's Practice Mode. I added the ball's motion blur effect just to improve aesthetics and moved hard-coded values to an include file for easier maintenance and testing.

  • 4 Hours - In this phase I worked on creating a computer opponent that moved more realistically but was also fallible; a perfect opponent gets boring to play against! I added different difficulty levels (easy/medium/hard), which works by choosing a random "reaction time delay" between when the player hits the ball and the computer opponent is allowed to hit the ball. Obviously, as difficulty increases, the computer's reaction time improves to make it a more formidable opponent.

  • 4 Hours - At this point the game was playable with differing levels of difficulty but no clear way of selecting game settings. I created the menu system and added scoring to determine the winner.

  • 2 Hours - The last step before I considered the game completed was to work on the art, which could clearly still use some work! :)

Final Thoughts:
I knew this project would be relatively simple because there are only four game objects to keep track of: two paddles, one ball, and one board. However, due to its simple nature, I was inclined to hack it together quickly and did not follow strict OOP (object-oriented programming) principles. The majority of the game code is in a single monolithic file. I also resorted to reusing an existing class designed to output simple statistics to display text-based menus. But worse, the same class used to show all menus and text became my game state manager since I needed to know which menus had been processed. I then extended it to display current score values and to show which player had won the game. Although I could have put a lot of time into doing it the right way, the purpose of this effort was to get something done. In future endeavors I plan to follow better OOP design.

The best part of this project is that I actually completed a working game! I am proud of the subtle but effective motion blur effect. The game doesn't have all the bells and whistles (seriously, no sounds or music yet) but it is playable, implements Collision Detection and Artificial Intelligence, and has a clearly defined winner at the end. Some may even consider it fun :)

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