expeditious creation of multiplayer games for second life and opensimulator virtual worlds

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The context of this work is about the dynamization of groups and the integration of new people, that can be made using a virtual environment where all elements can interact and communicate. So, this work aims to develop a modeling platform to construct multiplayer game levels that incites players to use strategies of cooperation and competition between them, in the di erent contexts in which they are inserted. It is presented a methodology that allows to quickly and easily construct complete functional game levels to be used with groups of players, through expeditious modeling of the game elements, in Second Life and OpenSimulator virtual worlds.

TRANSCRIPT

Expeditious Creation of Multiplayer Games for Second

Life andOpenSimulator Virtual Worlds

David MendesFaculdade de Engenharia da Universidade do Porto,

david.mendes@fe.up.pt

António CoelhoINESC Porto

DEI - Faculdade de Engenharia da Universidade do Porto acoelho@fe.up.pt

Armando SousaINESC Porto

DEEC - Faculdade de Engenharia da Universidade do Porto asousa@fe.up.pt

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Outline

• Scope

• Solution

• Results

• Conclusions

• Future Work

4

Scope

Group Dynamics–Creation of new work groups– Integration of newcomer students

Digital Games

FEUP Adventure

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FEUP Adventure

“Development of collaborative activities, in a virtual platform, for newcomer students.”

• Virtual levels in Second Life• The levels are based in physics, moving

objects and orienting the avatar of the player's character

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Digital Game– Simple mechanics– Interaction between players and game

elements

Virtual Space– Limited extension–Use available space

Problems

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Objectives

Expeditious Modelling– Streamline the levels creation process–Reuse available space

Create Serious Game Levels–Group Dynamics–Model FEUP Adventure’s levels

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FEUP Adventure

Using the virtual Space: different floors– Each game level in its own space–Objects are permanent

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Solution

Using the Virtual Space

Approach: Single virtual area–One game room only– Levels are built alternately–Game elements are:

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Built

UsedDeleted

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Levels Construction

Objects are previously createdSimple mechanics–Ramps–Blocks– Spheres–Platforms–Walls

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Construction Seed

Initial Object–All virtual objects are in its

inventory

Interaction with supervisor

Constructing/Deleting levels

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Game Control and Identification

Game Control Object– Start game–Controlling game information

Identification Object– Identification of the players and teams

14

Levels Construction

Level Definition

Game Information

External Files

Construction Object

Virtual Objects

Identification Objects

Level Objects

Game Information

Scores

Players and teams

Time and duration

Game Control Object

llRezObject

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Architecture

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Levels Definition

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Game Information

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Results

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ConclusionsStudy Case: FEUP Adventure– Levels recreation–Reusing available virtual space– Easy definition and edition of levels

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Future WorkLevels definition process–Virtual objects management–3D Viewer

• New game levels• Teams and game sessions management– Scheduling–Rankings

• Another contexts

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