expeditious creation of multiplayer games for second life and opensimulator virtual worlds
DESCRIPTION
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 dierent 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
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Expeditious Creation of Multiplayer Games for Second
Life andOpenSimulator Virtual Worlds
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David MendesFaculdade de Engenharia da Universidade do Porto,
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]
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Outline
• Scope
• Solution
• Results
• Conclusions
• Future Work
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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
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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
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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