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A 3D Massively Multi-player Online Game by
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Outline ● Introduction ● Game Story & Game Play ● Design Goals & Challenges Network Game Engine Graphics Engine AI
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Team Organization ● Team Leader Süleyman Cincioğlu ● Network Güneş Aluç ; Ömer Akyüz ● Game Engine Önder Babur ● Graphics Süleyman Cincioğlu Önder Babur
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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.
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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
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The Ma3e ● There are 3 types of rooms: Gateway rooms, Puzzle-only rooms, Rooms with traps.
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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.
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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;
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Overall Architecture
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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.
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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.
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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.
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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.
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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.
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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.
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Summary ● Introduction ● Game Story & Game Play ● Design Goals & Challenges Network Game Engine Graphics Engine AI
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Thank you for ● Listening, ● Enjoying the speech, ● And asking questions...
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