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SpeedRun's Journal

PostMortem :MPong

Posted by , in MPong, PostMortems 25 February 2013 - - - - - - · 797 views

I have decided to stop working on MPong. The reasons for this include
  • I have been working on MPong for so long that it was tough to find motivation to continue working on it.
  • Although I was continuously adding features to the engine, I was not building up my portfolio
  • I want to test my engine with another game and see how much of the code is actually reusable. I am hoping most of it should be

What Went Right

  • Engine Components : Starting with Pong as my first game, made me concentrate on the engine part. I managed to create a fair amount of the modules I had initially aimed for. Most of the modules should be reusable for the next few games
  • Setup: I managed to come up with a relatively painless way of setting up new projects
  • Refactoring: I am quite happy with how the code base is at this point (all things considered). I think, The fact that I was continuously re factoring the code, will be beneficial.
  • Commenting: I managed to comment a lot of my classes while programming.
  • Using a Repository: Have a repository for my code, meant that I could revert any bugs that I introduced without having to waste too much time.

What Went Wrong

  • Missing Engine Components: I did not get a chance to work on the physics and networking modules.
  • Switching to DirectX 11: In the middle of the project, I decided to switch to DirectX 11 from DirectX 9. Although this might be better going forward, I ended up fixing a lot of bugs that got introduced because of the difference in the way things are handled. Even now, some of the parts are not working correctly or are being done inefficiently by me.
  • Engine Code was part of Project: I see a potential problem for my next project in that my engine setup and repository is closely tied to the Pong Project. I should have taken out the engine components and made it into a separate repository and solution, so that it was easily reusable
  • Not Setting a Deadline: The fact that I did not have a deadline in place, meant that I took my own sweet time to make the game. This has resulted in Mpong being in development for a very long time, without me having to show anything for it
  • Switching to an Obsolete Technology: I decided to use DirectSound or my SoundEngine.. It was only after completing that someone pointed out to me that I should have used XAudio instead

Things I wish I had Implemented

  • ​Physics and Networking modules
  • Support for 2D game elements.
  • High Score Table
  • Better Graphics
  • Restart Option
  • Pause on Minimizing

cross-posted here

New Release : Mpong

Posted by , in MPong 10 February 2013 - - - - - - · 804 views

I have a new setup on the Pong Clone that I have been working.

New features include
  • Help Screen
  • Options Screen
  • Pause Screen (in game)
  • Music and SFX
The setup can be downloaded here
The archive can be downloaded here

We have sound

Posted by , in MPong 16 January 2013 - - - - - - · 751 views

I have written a wrapper around DirectSound to take care of the sound.
I have also background music which was taken from http://www.nosoapradio.us/
I am currently working on a Options screen which allows to disable/enable the SFX and music channels and also set the respective volumes.

New Release : Mpong

Posted by , in MPong 20 December 2012 - - - - - - · 860 views

So I finally got around to making an installer using nsis.
The setup can be downloaded here

The Archive can be downloaded here



In Game Screen #1

Playable Prototype

Posted by , in MPong 18 December 2012 - - - - - - · 912 views

I have finally got a playable prototype up and running.
The game supports both Single Player and Multiplayer Modes.

This also means that I have the following modules finished
  • Game Logic
  • Graphics
  • Input
  • UI
  • AI
You can see the whole list here
What does making Pong take

Next, I will be working on making a installer using nsis

Added Game Elements

Posted by , in MPong 03 December 2012 - - - - - - · 585 views
I have added the basic Game elements which are
  • Walls
  • 2 Paddles
  • 1 Ball
I have also added a UI to display the score.

I have also written a model converter which takes an wavefront .obj file and converts it into a format which is easier to parse in my game engine. Currently the converter writes out the
  • the total number of vertices
  • vertex data (position and texture coordinate),
  • the total no of indices
  • the triangle data i.e the index data for each triangle
It also creates a subset for each material which contains
  • the start index
  • the number of indices in this subset
  • the diffuse color
  • the texture file
The in game Screen after clicking Single Player or Multiplayer

Next on the agenda is to get the paddles and ball moving and adding a collision checker


Posted by , in MPong 28 November 2012 - - - - - - · 532 views
The last few weeks I have been moving my code from DirectX 9 to DirectX 11. Needless to say, it has been a time consuming process. I had to throw away a lot of my old code since DX11 changed the way things work. In the process, I ended up re-factoring a lot of my old and adding new elements.

Since I have got most of the base code in, I have started migrating the pong clone(MPong) from DirectX 9 to DirectX 11.

I have created the following menu screen.for the pong clone

Clicking on the singleplayer or multiplayer button just takes me to a blank screen for now. The Quit button is self explanatory.
Next I will be working on showing a table sprite when we go into the game and showing the paddles

January 2017 »

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