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MMORPG Networked Game. Advised by Prof. David Rossiter Date: 29 April 2006. Outline. Introduction Objectives Tools Used Software Development Challenges Future Development Demonstration Questions and Answers Session. Introduction. What is MMOPRG?
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MMORPGNetworked Game Advised by Prof. David Rossiter Date: 29 April 2006
Outline • Introduction • Objectives • Tools Used • Software Development • Challenges • Future Development • Demonstration • Questions and Answers Session
Introduction • What is MMOPRG? • Massive Multi-player Online Role-Play Game • Single-player game no longer satisfies players’ needs. • MMORPG becomes more popular. Dedicated Game Server Game Clients Internet
Objectives of our project • An interactive environment is provided for different ages and genders • Good Appearance of the game can give an enjoyable environment.
Tools Used • API (Application Programming Interface) • OGRE (Object-Oriented Graphics Rendering Engine) • CEGUI (Crazy Eddie's GUI System) • RakNet (Networking API) • FMOD (Audio Effects System) • TinyXML (Parsing XML)
Tools Used (Cont’d) • Software • Microsoft Visual Studio .NET 2003 • AutoDesk 3D Studio Max • Adobe PhotoShop
Software Development • Design • Subsystems Management • Networking • 3D Rendering • Graphical User Interface • Input • Sound • Data • GameObjects – Character Actions • Logger • Event Handler – Local player game logic handling
Software Development To Server • System Architecture
Software Development (cont’d) To Client
Software Development (cont’d) • Implementation • Networks 1. Scope Data Structure Centre (Player’s Position) Region Neighboring Position Map
Software Development (cont’d) System Menu Bar • Graphical User Interface (GUI) Status Bar Target Info Item List Player Details Equipment Spell List Chat TextBox HotKey Menu
Software Development (cont’d) Texture • 3D Graphics 1. 3D modeling (landscape) Heightmap
Software Development (cont’d) • 3D Graphics 2. 3D modeling (Monster - Zombie) Exporter (in .mesh file)
Software Development (cont’d) • 3D Graphics 3. Animations (Player)
Software Development (cont’d) • 3D Graphics 4. Collision Detection
Software Development (cont’d) • 3D Graphics 5. Particle System and Billboards
3D Graphics 6. Particle System with 3D models
Software Development (cont’d) • Sound • Background Music (loading, login screen and in-game environment) • Sound Effects(attack, cast spells and be injured) • 3D Sound Feature • Fading out with Distance
Software Development (cont’d) • Game Functions 1. Movement 2. Attacking Monsters 3. Casting Spells 4. Using Items 5. Equipment 6. Chatting 7. Buying Item 8. Creating Team 9. Quest 10. Die and Reborn
Software Development (cont’d) • Game Logics • Monster Active Attacking Not in Detection Range!!
Software Development (cont’d) • Testing & Evaluation • The performance tests have been performed on different laptops and PCs with different display resolutions. • Synchronization has been tested among clients.
Challenges • Performance Issue • Using shaded texture • To reduce the number of polygons used in the 3D model • Preventing from bulky packets • Monster-Response Packets are sent in the time-slot groups • The processing time can be evenly distributed
Future Development • Load Balancing with parallel servers • Automatic path selection • Multiple Scenes (Indoor, day and night)