A 3D Massively Multi-player Online Game by. Outline ● Introduction ● Game Story & Game Play ● Design Goals & Challenges  Network  Game Engine  Graphics.

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Presentation transcript:

A 3D Massively Multi-player Online Game by

Outline ● Introduction ● Game Story & Game Play ● Design Goals & Challenges  Network  Game Engine  Graphics Engine  AI

Team Organization ● Team Leader  Süleyman Cincioğlu ● Network  Güneş Aluç ; Ömer Akyüz ● Game Engine  Önder Babur ● Graphics  Süleyman Cincioğlu  Önder Babur

Current State-of-Art ● Former groups have already discussed the current trends in the MMOG market. ● As a summary:  80% of the market is dominated by the MMORPG's;  65% of the games are fantasy-based.

What is unique in our solution? ● A creative game scenario adapted from a very interesting movie, ● Upon success, the game will be one of the very few 3D-MMOFPS Adventure games. The Ma3e The Maze 3D

The Ma3e ● There are 3 types of rooms:  Gateway rooms,  Puzzle-only rooms,  Rooms with traps.

How to play it? ● 5-10 players in a single room, at least 100 in total. ● Game play is based on interactive puzzle- solving. ● Items can be collected in the inventory, collected items may be used later on. ● AI players assist others in solving the puzzles. ● Public and private chat is supported.

Design Goals and Challenges ● Goals:  Keep the game-state consistent across every player;  Increase interactive-responsiveness;  Provide realistic 3D rendering of the game scene;  Seamlessly integrate AI into the game; ● Challenges:  Extra features (i.e. sound);  Provide authentication/authorization mechanisms;  Come up with a cheat-proof design;

Overall Architecture

Network Game-state Consistency ● Actions of a player are represented as events. ● Events are encoded into messages that are time- stamped for synchronization. ● Messages reach the server. ● Messages are collected, ordered, and valid events are generated. ● Appropriate changes are made in the game-state. ● Other clients are also notified of these events.

Network Interactive-Responsiveness ● The Publisher-Subscriber Model is utilized. ● Clients that play in the same room subscribe to the same channel. ● Every subscriber of a channel gets notified of all the events that are sent by other subscribers in the channel.

Network Open Issues: What if? ● Carefully-chosen levels of abstraction will allow us to manipulate the design if necessary. ● Server-overload problem:  Instead of a single server, deploy multiple copies.  The publisher-subscriber model, together with the common game-state data repository unit, let the consistency problem be solved.

The Core “Game-Engine” ● Its main duty is the application of the game rules. ● All changes in the game are represented as EVENTs. ● Events are  Abstract: Leads to a high-level interface with the server and other clients.  Extendible: Allows further addition of new type of events.

Graphics Engine =? OGRE3D ● Roadmap:  Preparation of the rooms (players, objects, etc.),  Animation (walk, jump, interact with objects),  Lighting, shadows [?] ● For implementation, we have chosen OGRE, simply because it  Is One of the best Graphics Engines in the market,  Is open source,  Allows object-oriented design,  Allows high-level 3d graphics rendering.

AI in the Game ● Main AI principles: Cheating & Resolution ● AI players have an event-memory. ● AI processing pipeline:  AI players are informed of events in their room.  Event patterns are written into AI memory in cause-effect pairs.  All the pairs in memory are resolved to reach for a result.

Summary ● Introduction ● Game Story & Game Play ● Design Goals & Challenges  Network  Game Engine  Graphics Engine  AI

Thank you for ● Listening, ● Enjoying the speech, ● And asking questions...