"There are two ways to write error-free programs; only the third one works." - Alan J. Perlis

Air Hockey X-treme Banner

Project Summary


Project Type: Independent Game
Modes: Multiplayer
Genre: Sports Simulation
Released: 2007

Requirements


-Windows XP or above
-OpenGL Compliant Graphics Card
-2 USB Mouse Peripherals

Air Hockey X-treme: General FAQ

Written by TiM

1. What is Air Hockey X-treme?
2. How do I play it?
3. Can I play singleplayer mode?
4. How did you make it?
5. How long did it take?
6. Will you be updating it in future?

1. What is Air Hockey X-treme?

Air Hockey X-treme is a small game based on the popular sport known as air hockey.
It is a small game that I originally created as an assignment for one of my university units.


2. How do I play it?

When you start a game, you use the mouse to control your air hockey paddle. After which, you use the paddle to hit the hockey puck into your opponent's goal. The game ends when one of the players hits the alloted number of points.


3. Can I play singleplayer mode?

Sorry! There's no singleplayer mode for Air Hockey X-treme right now. There was no credit to adding it for my assignment, so I couldn't afford the time.
However, I may come back and address this some day.


4. How did you make it?

I wrote all of the code for this game using Visual C++ .NET 2003. Although I compiled the code as C++, the majority of the code styling was predominantly C based since I had more experience with it thanks to RPG-X at that time.

As for assets, I modeled all of the game's geometry using 3D Studio MAX and then used MilkShape 3D to convert them to the MD3 format. Afterwhich, I painted all of the textures and visual effects using Adobe Photoshop.


5. How long did it take?

I was on a pretty tight deadline for this project since I had several other university projects due at the same time.
On and off, development took was about 3 weeks of frantic typing.


6. Will you be updating it in future?

If I get the chance, I would love to go back and spend some good time polishing it up.
Some stuff I've been thinking about is having the
freeware Havok physics library handle the collision physics, refining the level with lightmaps, as well as adding some vertex/fragment shader functionality.