Client Acceptance Test Michel Atoudem Kana. 29 January 2003Client Acceptance Test2 Content System Architecture The Problem Project Organisation Project.

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Presentation transcript:

Client Acceptance Test Michel Atoudem Kana

29 January 2003Client Acceptance Test2 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test3 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test4 The Problem  Multiplayer Online Games (MOGs) client/server extensible maps, objects, weapons free movement  Peer-to-Peer networking (P2P) messaging file exchange develop a peer-to-peer multiplayer realtime online game (SWORD) FRAG Broadband communication networks Framework for Realtime Ad-hoc Games

29 January 2003Client Acceptance Test5 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test6 Project Organization Cross-functional Team Developer Team Coach Team Manager Team Client Team

29 January 2003Client Acceptance Test7 Teams Overview Film Team Framework Team Build Team Documentation Team Network Team FRAG Team Algorithm Team HCI Team time Cross- Functional Teams Developer Teams

29 January 2003Client Acceptance Test8 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test9 Status of Functional Requirements Start sword Suspend Hand over Properties Hand over Game Broadcast game data Disconnect/Reconnect 100% 0%

29 January 2003Client Acceptance Test10 Status of Non-Functional Requirements Algorithmically defined game world Employment of the FRAG framework Game setup without network configuration Incorporation of a new I/O device. No connection to a server Restricted access to games 100% 0%

29 January 2003Client Acceptance Test11 Status of Deliverables Based on FRAG Functional prototype demonstration Design and implementation complete Complete project archive on DVD. Open source project portal 100% 0%

Client Acceptance Test Banko Banov

29 January 2003Client Acceptance Test13 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test14 Prototypical Gameplay Characters: torturer, witch, monk, troll, gnome... Abstracted to Superclass Adventurer Objects: sword, ring, apple, battle axe... Abstracted to Superclass Item

29 January 2003Client Acceptance Test15 Analysis model

29 January 2003Client Acceptance Test16 Use Cases

29 January 2003Client Acceptance Test17 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test18 Architecture Subsystem decomposition Hardware/Software mapping Access control /Boundary conditions Persistent data management

29 January 2003Client Acceptance Test19 Subsystems

29 January 2003Client Acceptance Test20 Hardware/Software mapping

29 January 2003Client Acceptance Test21 Peer-to-Peer Gaming Susan “starts game“ with a new character Steve “joins Susan‘s game“ with a new character Susan “leaves game“, “hands over game“ to the other players auto- matically and “saves her character“ Susan re-“joins game“ and “loads her character“ again Frosty also “joins Susan‘s game“ and “loads a character“ Steve received Susan‘s game Frosty received Susan‘s game Synchronizing game data... Synchronizing game data... Steve and Frosty play Susan‘s game together alone Now Susan is playing with Steve and Frosty again

29 January 2003Client Acceptance Test22 Access control/ Boundary conditions Access control –optional password Boundary conditions –start-up: no manual network configuration, mission, Adventurer –shut down: saving game and/or character

29 January 2003Client Acceptance Test23 Persistent data management Mission: –XML file Gameworld: –seed for the generation algorithm - integer –Items - serialized objects Character: –serialized object

29 January 2003Client Acceptance Test24 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test25 Analysis model

29 January 2003Client Acceptance Test26 Object Design Model

29 January 2003Client Acceptance Test27 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

Client Acceptance Test Petr Ossipov

29 January 2003Client Acceptance Test29 Demonstration Start game Join game Pick up and drop Items Use Items to affect other players Save character Voice commands: forward, backward, exit

29 January 2003Client Acceptance Test30 Content System Architecture The Problem Project Organisation Project Status Requirements Elicitation Movie Object Design Demonstration Future Work Discussion 16:00 17:00 Movie

29 January 2003Client Acceptance Test31 Future Directions Computer controlled Adventurers Algorithmic generated mission New gameplay perspective Hand-held devices Distributed computing applications

Thanks for your attention! Salve Gladiators!