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Expeditious Creation of
Multiplayer Games for Second
          Life and
OpenSimulator Virtual Worlds
David Mendes
    Faculdade de Engenharia da Universidade do
           Porto, david.mendes@fe.up.pt

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

                  Armando Sousa
                      INESC Porto
DEEC - Faculdade de Engenharia da Universidade do Porto
                    asousa@fe.up.pt
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 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
                                            5
Problems
Digital Game
  – Simple mechanics
  – Interaction between players and game
    elements

Virtual Space
  – Limited extension
  – Use available space

                                           6
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:

                     Built


      Deleted                      Used
                                          10
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
   Construction
     Object
                  llRezObject                                 Identification
                                                                 Objects


                                Level Objects                      Players and
                                                                      teams


                                                 Scores
                                                Time and
                                                duration
  Level         Game                  Game                   Game Information
Definition   Information             Control
                                      Object
   External Files                                          Virtual Objects
                                                                           14
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 contexts
                                       20

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Expeditious Creation of Multiplayer Games for SL and OS Virtual Worlds - no Video

  • 1. Expeditious Creation of Multiplayer Games for Second Life and OpenSimulator Virtual Worlds
  • 2. David Mendes Faculdade de Engenharia da Universidade do Porto, david.mendes@fe.up.pt António Coelho INESC Porto DEI - Faculdade de Engenharia da Universidade do Porto acoelho@fe.up.pt Armando Sousa INESC Porto DEEC - Faculdade de Engenharia da Universidade do Porto asousa@fe.up.pt
  • 3. Outline • Scope • Solution • Results • Conclusions • Future Work 3
  • 4. Scope Group Dynamics – Creation of new work groups – Integration of newcomer students Digital Games FEUP Adventure 4
  • 5. 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 5
  • 6. Problems Digital Game – Simple mechanics – Interaction between players and game elements Virtual Space – Limited extension – Use available space 6
  • 7. Objectives Expeditious Modelling – Streamline the levels creation process – Reuse available space Create Serious Game Levels – Group Dynamics – Model FEUP Adventure’s levels 7
  • 8. FEUP Adventure Using the virtual Space: different floors – Each game level in its own space – Objects are permanent 8
  • 10. Using the Virtual Space Approach: Single virtual area – One game room only – Levels are built alternately – Game elements are: Built Deleted Used 10
  • 11. Levels Construction Objects are previously created Simple mechanics – Ramps – Blocks – Spheres – Platforms – Walls 11
  • 12. Construction Seed Initial Object – All virtual objects are in its inventory Interaction with supervisor Constructing/Deleting levels 12
  • 13. Game Control and Identification Game Control Object – Start game – Controlling game information Identification Object – Identification of the players and teams 13
  • 14. Levels Construction Construction Object llRezObject Identification Objects Level Objects Players and teams Scores Time and duration Level Game Game Game Information Definition Information Control Object External Files Virtual Objects 14
  • 18. Results 18
  • 19. Conclusions Study Case: FEUP Adventure – Levels recreation – Reusing available virtual space – Easy definition and edition of levels 19
  • 20. Future Work Levels definition process – Virtual objects management – 3D Viewer • New game levels • Teams and game sessions management – Scheduling – Rankings • Another contexts 20