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Expeditious Creation of Multiplayer Games for Second Life and OpenSimulator Virtual Worlds

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Expeditious Creation of Multiplayer Games for Second

Life andOpenSimulator Virtual Worlds

David Mendes

Faculdade de Engenharia da Universidade do Porto, [email protected]

António CoelhoINESC Porto

DEI - Faculdade de Engenharia da Universidade do Porto [email protected]

Armando SousaINESC Porto

DEEC - Faculdade de Engenharia da Universidade do Porto [email protected]

Outline

• Scope

• Solution

• Results

• Conclusions

• Future Work

3

Scope

Group Dynamics

–Creation of new work groups

– Integration of newcomer students

Digital Games

FEUP Adventure

4

FEUP Adventure

“Development of collaborativeactivities, in a virtual platform, for newcomerstudents.”

• Virtual levels in Second Life

• The levels are based in physics, moving objects and orienting the avatar of the player's character

5

Digital Game– Simple mechanics

– Interaction between players and game elements

Virtual Space– Limited extension

–Use available space

6

Problems

Objectives

Expeditious Modelling

– Streamline the levels creation process

–Reuse available space

Create Serious Game Levels

–Group Dynamics

–Model FEUP Adventure’s levels

7

FEUP Adventure

Using the virtual Space: different floors

– Each game level in its own space

–Objects are permanent

8

Solution

9

Using the Virtual Space

Approach: Single virtual area

–One game room only

– Levels are built alternately

–Game elements are:

10

Built

UsedDeleted

Levels Construction

Objects are previously created

Simple mechanics

–Ramps

–Blocks

– Spheres

–Platforms

–Walls

11

Construction Seed

Initial Object

–All virtual objects are in its inventory

Interaction with supervisor

Constructing/Deleting levels

12

Game Control and Identification

Game Control Object

– Start game

–Controlling game information

Identification Object

– Identification of the players and teams

13

Levels Construction

14

LevelDefinition

Game Information

External Files

ConstructionObject

Virtual Objects

IdentificationObjects

Level Objects

Game Information

Scores

Players andteams

Time andduration

Game ControlObject

llRezObject

Architecture

15

Levels Definition

16

Game Information

17

Results

18

Conclusions

Study Case: FEUP Adventure

– Levels recreation

–Reusing available virtual space

– Easy definition and edition of levels

19

Future Work

Levels definition process

–Virtual objects management

–3D Viewer

• New game levels

• Teams and game sessions management

– Scheduling

–Rankings

• Another contexts20