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Client Acceptance Test Michel Atoudem Kana

Client Acceptance Test Michel Atoudem Kana. Content. Discussion. The Problem. Future Work. Project Organisation. Demonstration. Project Status. Movie. Object Design. Requirements Elicitation. Movie. System Architecture. 16:00. 17:00. Content. Discussion. The Problem. Future Work.

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Client Acceptance Test Michel Atoudem Kana

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  1. Client Acceptance TestMichel Atoudem Kana

  2. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  3. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  4. The Problem • Multiplayer Online Games (MOGs) • client/server • extensible maps, objects, weapons • free movement • Peer-to-Peer networking (P2P) • messaging • file exchange Broadband communication networks FRAG Framework for Realtime Ad-hoc Games develop a peer-to-peer multiplayer realtime online game (SWORD) Client Acceptance Test

  5. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  6. Manager Team Client Team Cross-functional Team Coach Team Developer Team Project Organization Client Acceptance Test

  7. Teams Overview Film Team Cross- Functional Teams Framework Team Documentation Team Build Team Network Team FRAG Team Developer Teams HCI Team Algorithm Team time Client Acceptance Test

  8. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  9. Status of Functional Requirements • Start sword • Suspend • Hand over Properties • Hand over Game • Broadcast game data • Disconnect/Reconnect 100% 0% Client Acceptance Test

  10. Status of Non-Functional Requirements • Algorithmically defined game world • Employment of the FRAG framework • Game setup without network configuration • Incorporation of a new I/O device. • No connection to a server • Restricted access to games 100% 0% Client Acceptance Test

  11. Status of Deliverables • Based on FRAG • Functional prototype demonstration • Design and implementation complete • Complete project archive on DVD. • Open source project portal 100% 0% Client Acceptance Test

  12. Client Acceptance TestBanko Banov

  13. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  14. Prototypical Gameplay • Characters: torturer, witch, monk, troll, gnome... Abstracted to Superclass Adventurer • Objects: sword, ring, apple, battle axe ... Abstracted to Superclass Item Client Acceptance Test

  15. Analysis model Client Acceptance Test

  16. Use Cases Client Acceptance Test

  17. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  18. Architecture • Subsystem decomposition • Hardware/Software mapping • Access control /Boundary conditions • Persistent data management Client Acceptance Test

  19. Subsystems Client Acceptance Test

  20. Hardware/Software mapping Client Acceptance Test

  21. Synchronizing game data ... Synchronizing game data ... Steve received Susan‘s game Frosty received Susan‘s game Peer-to-Peer Gaming Susan “starts game“ with a new character Susan “leaves game“, “hands over game“ to the other players auto- matically and “saves her character“ Susan re-“joins game“ and “loads her character“ again Steve “joins Susan‘s game“ with a new character Steve and Frosty play Susan‘s game together alone Now Susan is playing with Steve and Frosty again Frosty also “joins Susan‘s game“ and “loads a character“ Client Acceptance Test

  22. Access control/ Boundary conditions • Access control • optional password • Boundary conditions • start-up: no manual network configuration, mission, Adventurer • shut down: saving game and/or character Client Acceptance Test

  23. Persistent data management • Mission: • XML file • Gameworld: • seed for the generation algorithm - integer • Items - serialized objects • Character: • serialized object Client Acceptance Test

  24. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  25. Analysis model Client Acceptance Test

  26. Object Design Model Client Acceptance Test

  27. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  28. Client Acceptance TestPetr Ossipov

  29. Demonstration • Start game • Join game • Pick up and drop Items • Use Items to affect other players • Save character • Voice commands: forward, backward, exit Client Acceptance Test

  30. Content Discussion The Problem Future Work Project Organisation Demonstration Project Status Movie Object Design Requirements Elicitation Movie System Architecture 16:00 17:00 Client Acceptance Test

  31. Future Directions • Computer controlled Adventurers • Algorithmic generated mission • New gameplay perspective • Hand-held devices • Distributed computing applications Client Acceptance Test

  32. Thanks for your attention! Salve Gladiators!

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