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

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

  1. 1. Expeditious Creation ofMultiplayer Games for Second Life andOpenSimulator Virtual Worlds
  2. 2. David Mendes Faculdade de Engenharia da Universidade do Porto, david.mendes@fe.up.pt António Coelho INESC PortoDEI - Faculdade de Engenharia da Universidade do Porto acoelho@fe.up.pt Armando Sousa INESC PortoDEEC - Faculdade de Engenharia da Universidade do Porto asousa@fe.up.pt
  3. 3. Outline• Scope• Solution• Results• Conclusions• Future Work 3
  4. 4. ScopeGroup Dynamics – Creation of new work groups – Integration of newcomer studentsDigital GamesFEUP Adventure 4
  5. 5. FEUP Adventure“Development of collaborativeactivities, in a virtualplatform, for newcomerstudents.”• Virtual levels in Second Life• The levels are based in physics, moving objects and orienting the avatar of the players character 5
  6. 6. ProblemsDigital Game – Simple mechanics – Interaction between players and game elementsVirtual Space – Limited extension – Use available space 6
  7. 7. ObjectivesExpeditious Modelling – Streamline the levels creation process – Reuse available spaceCreate Serious Game Levels – Group Dynamics – Model FEUP Adventure’s levels 7
  8. 8. FEUP AdventureUsing the virtual Space: different floors – Each game level in its own space – Objects are permanent 8
  9. 9. Solution 9
  10. 10. Using the Virtual SpaceApproach: Single virtual area – One game room only – Levels are built alternately – Game elements are: Built Deleted Used 10
  11. 11. Levels ConstructionObjects are previously createdSimple mechanics – Ramps – Blocks – Spheres – Platforms – Walls 11
  12. 12. Construction SeedInitial Object – All virtual objects are in its inventoryInteraction with supervisorConstructing/Deleting levels 12
  13. 13. Game Control and IdentificationGame Control Object – Start game – Controlling game informationIdentification Object – Identification of the players and teams 13
  14. 14. Levels Construction Construction Object llRezObject Identification Objects Level Objects Players and teams Scores Time and duration Level Game Game Game InformationDefinition Information Control Object External Files Virtual Objects 14
  15. 15. Architecture 15
  16. 16. Levels Definition 16
  17. 17. Game Information 17
  18. 18. Results 18
  19. 19. ConclusionsStudy Case: FEUP Adventure – Levels recreation – Reusing available virtual space – Easy definition and edition of levels 19
  20. 20. Future WorkLevels definition process – Virtual objects management – 3D Viewer• New game levels• Teams and game sessions management – Scheduling – Rankings• Another contexts 20

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