Download presentation
Presentation is loading. Please wait.
Published byDwayne Dennis Modified over 9 years ago
1
Networked Game Proposal Chris Snyder, Jason Brown
2
Description (Brief) Fast, match-based 2-D Online Cooperative Hack n' Slash/RPG (Detail) Fast, match-based gameplay featuring persistent rewards Five to thirty minute matches Cooperative play against large, terrifying bosses Wade through obstacles and hordes of enemies Varying levels of difficulty Track scoring across a server leaderboard
3
Initial Overview Network Client/Server architecture Packet structure/serialization Security Interactivity Input management World Interactivity Collision Movement Graphical Overhead Map/Terrain Sprites and Sprite Animation GUI
4
Initial Overview (cont'd) Game Design Balancing Reward Structure Classes/Skills
5
Languages Java Well-defined and documented API, libraries and extensions Bindings to many common frameworks (OGL, MySQL, etc...) Simple networking solutions (in comparison to C/++) Simple threading options (in comparison to C/++) Platform independence MySQL Well-documented relational database system Supported by many common programming languages
6
Libraries, Frameworks, Platforms Standard Java API Basic Java Functionality Graphical Overhead: JOGL (considered) Calculated via graphics card (faster computations) Hardware-accelerated 2-D Graphics2D (considered) Java standard 2-D graphics API Well-defined, documented and constantly maintained Swing Primary Java GUI widget toolkit Capable of overlaying JOGL frames
7
Risks/Challenges Networking Client/Server model Packet structure/serialization Security Client limitations Authentication Object Interaction Collision Context-sensitive interaction Game Balance Overzealous-ness
8
Motivation We've always maintained an active interest in game programming and design We just want to see it happen, and how far it can go
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.