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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
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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;
NetworkGame-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.
NetworkInteractive-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.
NetworkOpen 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...