Screenshot: PowerMad in Action

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Presentation transcript:

Screenshot: PowerMad in Action Controls Chat Display Station Chat Input Player

The Goal Online multiplayer space conquest game Many players concurrently Persistent game world, but still possible to join as a new player and do well Backstabbing and intrigue On the technical side, issues such as latency reduction and thread-safety, along with trying to provide a consistent user experience across multiple platforms and connection speeds. Use of multiple technologies: Python for server and a Java applet for the client (using Swing for UI), plus playable via telnet.

How far we got Not all the way there, alas. Chat server underlies game (Step 1) Basics of game logic are mostly in place, with some gaps (combat, missions). Client displays game data, but interaction with server is incomplete. In general, needs glue to fill in the gaps, and a good deal of polish. Way too slow, but hard to measure accurately. Looks nice, though.

Challenges Originally planned for 4-stage project, had to cram it into 3 (realized this rather late). Learning two new technologies (Python and Swing) – not bad, really. Neither is particularly efficient at run-time; better for prototyping. Scope of project – ambitious (we think). Planning and communication; had to make some mistakes in order to realize where these needed to be improved.