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.

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Presentation transcript:

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 What we want:  A networked game designed around team play  Team members work together to manage what they cannot on their own  Team members play the roles they either like to or that they do best

A Solution A Space Game A team based, networked, multi-player game Designed to be played with at least 4 players Players would be in teams of at least 2 Theme: Spaceship fighters Roles:  Pilot – Controls spaceship maneuvers  Gunner – Manage weapon systems

The Requirements Functional Common  Communication protocol  Message handling  Data structures for managing player information

The Requirements Server  Capable of authentication  Ability to create and delete games  Handle multiple games at once  Modular for future requirements

The Requirements Functional Game  Player should be able to remain logged in to server  Allow for player selection of team and position  Allow for at least 2 players and 2 teams For demo purposes 1 player on each team  At least one ship with at least one weapon  Collision detection (for weapon fire)  Provide smooth display of enemy ships when in view  Support joystick and keyboard for control  Have a scoring system to determine a winner  Provide basic sound effects

The Design Spiral design process Prototyping used for research and proof of concept Client – Server model Design with cross-platform in mind Modular for future expansion

The Design Login Server Process Thread Admin (3) Thread Threads (2) Game (1) Client Process Game Process ASG ServerASG Client / Game Login Create Join Game Play Server communication Client-Server Relationship

The Design Main Game Arena Pilot Display Player Spacecraft Gunner Display Team Weapon Texture Loader Message Handler Message UDP Client Game Class Abstraction

The Design Client Main Message Handler Message UDP Client Server Class Abstraction Server Main Message Handler Message _games _teams _positions Client Class Abstraction

Design Decisions OpenGL vs. Direct GLUT vs. DirectX Command Line Interface vs. Windows Interface C/C++ vs. Java UDP vs. TCP Movement communication

Server Running

ASG Client Running

Client logged in to game

Initial view in game

The Challenges Object synchronization Collision detection Graphical Display Client – Server communication Development and Testing Time constraint Requirement creep Interest balanced with other commitments

Conclusion I have developed a networked game designed around team play Completed a project involving many facets of Computer Science Learned many lessons about game design and project management

Questions Thank you!