Group: RO3 1 MMORPG Networked Game Advised by Prof. David Rossiter Date: 29 April 2006.

Slides:



Advertisements
Similar presentations
Overview / Introduction to our work in Silverlight Developing with the Silverlight 2 Framework Design of the Concept / Storyboards Architecture Game Logic.
Advertisements

 Welke overwegingen komen daar bij kijken?  Multiplatform?  Install base -> potential user base.
Company Name: Özgür Yazılım Project Title: 3D Massively Multiplayer Online Game (3D MMOG)
MANIFEST DESTINY 560group3 Abe Kim David Straily Jarrod Freeman Abdul Mod-Rokbi “The future of RTS games...”
 Currently there is no software solution that combines video and animation in to one platform.  Every single change drag changes in all of the environments.
Index Project Introduction Requirement Analysis Architectural Description Progress and Technical Challenges Further Plans.
Online Educational Game of Snakes and Ladders -Shalini Pradhan -Manali Joshi -Uttara Paingankar -Seema Joshi.
Soul Envoy Final Year Project 22nd April 2006 By Zhu Jinhao.
Game Project Tuesday Sept 18,  Game Idea  Team  Understanding available engine options  Understanding the Pipeline  Start the process Cycle.
Visual jMUD Oscar Chen CS491. Important Note The IMAGES used in this presentation and demonstration of Visual jMUD are COPYRIGHT by their respective holders.
How do games work? Game Workshop July 4, Parts Sprites/pictures Map/background Music/sounds Player character Enemies Objects.
A.I. in Video Games Role-Playing Games (RPG) Jason Robinson.
OnME Platform Tutorial Ken Hui System Analyst OnME Research Laboratory.
Yard Wars David Greer Alex Gross Ahsen Uppal. Goals Wireless, Portable Development Real Time Voice Conferencing Exciting, Expandable Game Engine.
Java 3D Pablo Figueroa University of Alberta April 2000.
Graphics and Client Design Overall Game Design Doug Camin.
Senior project presentation company name: wirtual wision project title: a 3d adventure game ‘beyond the sight’
LICENCE EDUCATION AND TRAFFIC SIMULATION (LETS). PROJECT MEMBERS ATIL İŞÇEN UĞUR ACAR UMUT EROĞUL ÇAĞLAR ATA A.ENGİN BAYRAK.
AraFell Project By: Joey Peters. System Selection A video game – Video games implement many OS principles Already working on the project Challenging Fun.
A 3D Massively Multi-player Online Game by. Outline ● Introduction ● Game Story & Game Play ● Design Goals & Challenges  Network  Game Engine  Graphics.
Hong Kong University of Science and Technology Final Year Project 2006  2007 Presentation Present by HO3 Hau Yin Wing Amy Lam Chun Kit Ron Wu Ka Chun.
Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.
An Architecture for a Massively Multiplayer Online Role Playing Game Engine.
THE BASICS OF THE WEB Davison Web Design. Introduction to the Web Main Ideas The Internet is a worldwide network of hardware. The World Wide Web is part.
Chapter 1 The Challenges of Networked Games. Online Gaming Desire for entertainment has pushed the frontiers of computing and networking technologies.
Guide to MCSE , Second Edition, Enhanced 1 Objectives Understand and use the Control Panel applets Describe the versatility of the Microsoft Management.
Things you need to know George Georgiev Telerik Corporation
After word User Interface in Games. Principles of User Interface Design Know your user Know your user's tasks Craft an interface suitable to the user.
CSE 381 – Advanced Game Programming 3D Game Architecture.
Massively Multiplayer Online Games and Mobile Devices.
CS 638, Fall 2001 CS 638: Computer Games Technology Fall 2001.
Building An Interactive, 3-D Virtual World Raymond H. Mazza, Computer Science, Colby College Advisor:
1 Web Basics Section 1.1 Compare the Internet and the Web Compare Web sites and Web pages Identify Web browser components Describe types of Web sites Section.
Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield.
Massive multiplayer online role-playing games Armen Galstyan April 24, 2010 CS 575.
Ophelia User-friendly Network Multi-player Game Engine Albert Öhrling.
Town Defenders Strategy Game prepared by: Osama N
Lattice Technology New Product Feature Highlights July 2010 Product Release.
Game Engine Programming. Game Engine Game Engine Rendering Engine (OGRE) Rendering Engine (OGRE) Physics Engine (Bullet) Physics Engine (Bullet) Input/Output.
10/9/20151 Unreal Basics CIS 488/588 Bruce R. Maxim UM-Dearborn.
CSC 343/642 Interactive 3D Game Development George J. Grevera, Ph.D. George J. Grevera, Ph.D.
Web Games Programming An Introduction to Unity 3D.
Funativity CS 426 Fall Team Members David Smits – Lead Chintan Patel – Programmer Jim Gagliano – Programmer Ashleigh Wiatrowski - Artist.
Introduction to Making Multimedia
A Space Game By William Sistar. The Problem What is provided:  Most network games are single player  Some do allow team work but not in a common environment.
GemIsland Prepared by: Areen Jondi Diala Hamadneh Supervised by: Dr. Raed Alqadi Dr. Luai Malhis.
Renan Paul Blanco William Hansen Elizabeth Montes.
Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005.
數位娛樂與藝術專題 — 遊戲設計 Special Topics in Digital Entertainment and Arts – Game Design Room 706 #ext.
1 MMORPG Servers. 2 MMORPGs Features Avatar Avatar Levels Levels RPG Elements RPG Elements Mission Mission Chatting Chatting Society & Community Society.
TownMUD An Interface for a Text-Based Multiple User Dimension.
Introduction to Multimedia Review 1 - Lecture Notes Semester 1.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
SkyNET Visualization Team Demo and Architecture Overview.
Team 2: Gamers & Coders Final Sprint Presentation.
Team 2: Gamers & Coders ‘ The Last Warrior’ Android Game Application By Chinmay Kulkarni, Darshan Shinde, Matt Frey, Peng Ye, Satoshi Inoue & Shachi Chandrashekhar.
The Last Warrior Team 2 - G amers & C oders Shachi Chandrashekhar, Matt Frey, Satoshi Inoue, Chinmay Kulkarni, Darshan Shinde, Peng Ye.
Graphics Qubed SCE Presentation of Epoch: Relic of Time.
 Network  A _____ of computers that can _________ w/ each other  Examples of hardware  ______________ & communication lines  Internet  Hardware.
Trojan Rabbits. (10/31) Functional minimum: Tile/Grid-based Game "Engine" (Shaun & Michael) Game Objects Created (Timothy) User Interaction Movement (Yan)
Certificate in Digital Applications – Level 02 Multimedia Showcase – DA202.
UFCFSU-30-13D Technologies for the Web An Introduction to Unity 3D.
Navigation Framework using CF Architecture for a Client-Server Application using the open standards of the Web presented by Kedar Desai Differential Technologies,
Pirates & Ninjas. P&N: Plan Project summary Architecture User Interface World Creation (town) World Content Creation Game Play Artificial Intelligence.
APRIL 10, Meeting Agenda  Prototype 2 Goals  Robust Connections Demo  System Diagnostics Tool Demo  Final Prototype Risk Mitigation  Final.
A computer game developed using Unity Technology Defense of The Orbs.
Game & Graphics Engines Tyler Hollingsworth. The Difference A game engine is a software system designed for the creation and development of video games.
Research Plan for Cloud-Assist VR 2017
ODV beta Multiple views, new views bar
TRANSFORM! SEUNGYONG CAR CITE 김동현, 안종민, 이승희, 이유경.
Presentation transcript:

Group: RO3 1 MMORPG Networked Game Advised by Prof. David Rossiter Date: 29 April 2006

Group: RO3 2 Outline Introduction Objectives Tools Used Software Development Challenges Future Development Demonstration Questions and Answers Session

Group: RO3 3 Introduction What is MMOPRG? –Massive Multi-player Online Role-Play Game Single-player game no longer satisfies players’ needs. MMORPG becomes more popular. Game Clients Internet Dedicated Game Server

Group: RO3 4 Objectives of our project An interactive environment is provided for different ages and genders Good Appearance of the game can give an enjoyable environment.

Group: RO3 5 Tools Used A.API (Application Programming Interface) i.OGRE (Object-Oriented Graphics Rendering Engine) ii.CEGUI (Crazy Eddie's GUI System) iii.RakNet (Networking API) iv.FMOD (Audio Effects System) v.TinyXML (Parsing XML)

Group: RO3 6 Tools Used (Cont’d) B.Software i.Microsoft Visual Studio.NET 2003 ii.AutoDesk 3D Studio Max iii.Adobe PhotoShop

Group: RO3 7 Software Development 1.Design –Subsystems Management 1.Networking 2.3D Rendering 3.Graphical User Interface 4.Input 5.Sound 6.Data 7.GameObjects – Character Actions 8.Logger 9.Event Handler – Local player game logic handling

Group: RO3 8 Software Development –System Architecture To Server

Group: RO3 9 Software Development (cont’d) To Client

Group: RO3 10 Software Development (cont’d) 2.Implementation –Networks 1. Scope Data Structure Region Centre (Player’s Position) Map Neighboring Position

Group: RO3 11 Software Development (cont’d) –Graphical User Interface (GUI) Status Bar Item List Equipment System Menu Bar Target Info Player Details Spell List Chat TextBox HotKey Menu

Group: RO3 12 Software Development (cont’d) –3D Graphics 1. 3D modeling (landscape) Texture Heightmap

Group: RO3 13 Software Development (cont’d) –3D Graphics 2. 3D modeling (Monster - Zombie) Exporter (in.mesh file)

Group: RO3 14 Software Development (cont’d) –3D Graphics 3. Animations (Player)

Group: RO3 15 Software Development (cont’d) –3D Graphics 4. Collision Detection

Group: RO3 16 Software Development (cont’d) –3D Graphics 5. Particle System and Billboards

Group: RO3 17 –3D Graphics 6. Particle System with 3D models

Group: RO3 18 Software Development (cont’d) –Sound Background Music (loading, login screen and in-game environment) Sound Effects (attack, cast spells and be injured) –3D Sound Feature Fading out with Distance

Group: RO3 19 Software Development (cont’d) –Game Functions 1. Movement 2. Attacking Monsters 3. Casting Spells 4. Using Items 5. Equipment 6. Chatting 7. Buying Item 8. Creating Team 9. Quest 10. Die and Reborn

Group: RO3 20 Software Development (cont’d) –Game Logics Monster Active Attacking Not in Detection Range!!

Group: RO3 21 Software Development (cont’d) 3.Testing & Evaluation –The performance tests have been performed on different laptops and PCs with different display resolutions. –Synchronization has been tested among clients.

Group: RO3 22 Performance Issue –Using shaded texture To reduce the number of polygons used in the 3D model –Preventing from bulky packets Monster-Response Packets are sent in the time-slot groups The processing time can be evenly distributed Challenges

Group: RO3 23 Future Development Load Balancing with parallel servers Automatic path selection Multiple Scenes (Indoor, day and night)

Group: RO3 24 Demonstration

Group: RO3 25 Questions & Answers Session