HOW I
BUILT IT
Hogg Squash is a squash game for the Hogg Middle School Razorbacks that plays in any web browser. It’s my GT Capstone project.
My guiding question: How can AI tools help one student research, design and build a complete video game?
I research, plan, play-test and make the decisions; Claude Code writes the code. The game is built in small steps. Each step is a short work session that ends with a commit: a saved change on GitHub. Between some steps I play-test the game and decide what to fix next.
This log is my process record. It reads every commit straight from GitHub, so it’s always up to date, and old versions stay playable so you can see how the game grew.
All the code is open on GitHub. See how it works, or fork it and make your own version →
THE TOOLS
- Claude
AI help: researching the 1992 arcade game, planning the build, and answering questions along the way.
- Claude Code
The AI coding assistant that wrote the game and this website, one session at a time.
- Cloudflare
Registers the roninray.com domain and hosts the game and this site.
- GitHub
Stores the code and every change to it. This page reads its log from there.
- SpriteCook
AI pixel-art generator for the player sprites and their animations.
- Aseprite
Pixel-art editor for cleaning up the sprites: colors, sizes and exporting the animations.
THE LOG
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R RESEARCH
Researching the 1992 arcade game
Oct 18, 2026 · done with Claude, before any code
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Picked Gaelco's Squash (1992) as the model and read up on it: first to 9 points, HARD and SOFT shots, 8 players and a tournament.
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Found out what the original runs on: a 1992 arcade board with a Motorola 68000 processor, running code written for that chip alone.
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Pulled the graphics and sound clips out of the game's ROM to study, for reference only.
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Ran the real game in an arcade emulator with a robot player to confirm the rules and measure the ball's speed.
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Decompiled the game's code to find the exact ball physics, shots and computer opponent.
Technical notes
- Ghidra 12.1.3 on the 68000 program ROM - Turned the arcade's machine code back into readable code - Found the ball physics, shot tables, CPU "ghost ball" predictor and difficulty tables
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Chose JavaScript, the language every web browser runs, so Hogg Squash is a complete rewrite that plays on any computer, tablet or phone with nothing to install.
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Rebuilt the ball physics in JavaScript and checked it against about 30,000 frames of the real game, with zero error.
Technical notes
- 16.16 fixed-point maths like the original, so every browser gets identical results - 458 ball flights, 29,634 frames: zero error - 244 / 244 shot choices identical - Moved into the game repo in adb444c
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Wrote design notes on what to keep, what to change and what to leave out.
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PLAY OLD VERSIONS
UP NEXT
Source: Ray-Ronin/hogg-squash.