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Widget Baron Online A Multiplayer Simulation Game Karl Koscher Firat Kiyak.

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Presentation on theme: "Widget Baron Online A Multiplayer Simulation Game Karl Koscher Firat Kiyak."— Presentation transcript:

1 Widget Baron Online A Multiplayer Simulation Game Karl Koscher Firat Kiyak

2 Widget Baron Online Multiplayer “tycoon” game based in virtual Seattle Players compete against each other to create the most profitable widget empire Urban environment simulated by UrbanSim  “a simulation model for integrated planning and analysis of urban development“ Urban environment influences game strategies

3 Current State of Widget Baron Single player game developed over the summer as a research project Players can explore the city, set up widget shops, and vote on urban policies Game mechanics are a bit weak  Multiplayer would dramatically enhance playability  Real competition > simulated competition  Real economic effects

4 Current State of Widget Baron

5 Widget Baron Online Target audience: casual gamers Target systems:  Mid-to-high level PCs  Broadband Internet connection Benefits:  Fun for the user  May get players interested in civic issues  May get extra publicity for UrbanSim

6 Non-goals Not massively-multiplayer (<100) Not designed for hardcore gamers Not an urban planning tool

7 Requirements 10-100 simultaneous players Robust economic model Player interactions and communications Playable on mid-level systems Open source Fun!

8 System Architecture Game server coordinates, simulates economy Simulation cluster runs UrbanSim  May be possible to distribute to players’ machines! File server stores UrbanSim run results Scenario DB maps votes to UrbanSim run data

9 Lifecycle Plan – Rough Timeline Three weeks for basic architecture  Network communication  Server code Three weeks for refinement  Performance tweaks  Game enhancements Two weeks for beta fixes

10 Lifecycle Plan Support:  Code maintenance: open source, UrbanSim will maintain code  Servers: UrbanSim will provide  Customer support: Documentation, but that’s it!

11 Risks A lot of existing C++ code  Some well-documented, others not so much A lot of work  Six weeks is not much time to develop a multiplayer game! Somewhat dependant on UrbanSim  For data from the runs

12 However… We are starting from a “complete” game Final product would be very polished Opportunity to make a very fun game


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