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Developer Diary – The challenge of creating a tournament logic
Developer Diary – The challenge of creating a tournament logic

When I first set out to implement tournament logic for BeerpongMe, I thought it would be a straightforward task. After all, how complex can organizing matches really get? You have players, games, and results—it seemed simple enough. But as soon as I dug into the details, I realized I was dealing with a beast of a problem. What appeared to be a straightforward feature turned into a labyrinth of edge cases, dynamic scenarios, and interconnected rules.

The Vision: Flexibility and Depth

The goal was to create a tournament system that offered flexibility and supported various formats. Players could choose between:

  • A group stage (round robin or group play).
  • A knockout phase (single or double elimination).

On paper, this sounded perfect—users could tailor tournaments to their preferences. But the deeper I went into coding this, the more I realized how deceptively simple these tournament types seemed.

The Complexity of the Group Stage

The first hurdle was implementing the group stage. In a round-robin setup, every team needs to face every other team within its group. This requires generating match schedules dynamically while ensuring there’s no overlap. Sounds easy? Not quite.

What happens if you have an odd number of teams?

How do you handle tie-breakers in rankings?

What if a user wants to add or remove teams after the tournament starts?

Each of these questions forced me to revisit my logic and account for exceptions. Writing a clean algorithm that could handle any number of teams, divide them into balanced groups, and dynamically schedule matches felt like solving a puzzle that kept changing its pieces.

The Knockout Stage: Single and Double Elimination

The knockout phase brought its own set of challenges. Single elimination was relatively straightforward: winners move on, losers are out. But double elimination? That’s an entirely different story.

Double elimination introduces a losers’ bracket, which means players who lose a game still have a chance to fight their way back. The logic here is intricate because you need to keep track of:

  1. Winners and losers across two brackets.
  2. Correct placement of teams in the losers’ bracket after every round.
  3. The grand final, where the winners’ bracket champion faces the losers’ bracket finalist—and possibly a rematch if the losers’ finalist wins.

This required carefully mapping out every potential outcome, ensuring the logic could adapt to any number of teams and rounds. One tiny misstep, and the entire bracket could collapse into chaos.

Interconnecting the Phases

The real challenge came when connecting the group stage to the knockout stage. Players wanted the flexibility to:

Start directly with a knockout phase or use group stage rankings to seed the brackets.

Adjust the format mid-tournament if necessary.

This meant the logic needed to seamlessly transition between stages while preserving all data—team rankings, match results, and player stats—without any hiccups.

The Hidden Complexity of Edge Cases

On top of everything else, there were countless edge cases to handle:

What happens if a player drops out mid-tournament?

What if two teams tie in every statistical category in the group stage?

How do you ensure fair matchups in a double-elimination losers’ bracket?

Each of these scenarios demanded its own solution. It wasn’t just about writing code—it was about thinking like a tournament organizer, anticipating potential issues, and building a system robust enough to handle them.

Lessons Learned

What I initially thought would take a week turned into a month-long journey of trial, error, and learning. Here’s what I took away from this experience:

  1. Simplicity is deceptive. Even seemingly simple features can become complex when you account for real-world scenarios and user flexibility.
  2. Plan for scalability. Tournaments with 4 teams are manageable; tournaments with 64 teams are a different story. Scalability had to be baked into every decision.
  3. User customization adds complexity. The more options you offer, the more edge cases and dependencies you introduce.

The Reward

Despite the challenges, completing the tournament logic was incredibly rewarding. Watching a fully functional tournament tree populate dynamically, with seamless transitions between group and knockout phases, felt like magic. It reminded me why I love programming—it’s not just about solving problems; it’s about creating something that users will enjoy and find valuable.

This was one of the most challenging parts of building BeerpongMe, but also one of the most satisfying. And as tournaments roll out and users put the system to the test, I know the effort was worth it. After all, who doesn’t love seeing their name at the top of a perfectly designed bracket?

 

I hope the tournament system works for all of you 🙂

Greetings Lorenz 🙂