This document discusses plans to develop an arcade-style fighting game called World of Fighters based on Three Kingdoms lore. It will feature side-scrolling combat with RPG elements like character development. The game will have 6 initial characters, 4 factions to join, 30 stages with 500+ maps. Upon reaching level 80, players can reborn as legendary characters. It will have PvE, PvP, and co-op modes. The development team is experienced and will utilize tools from Microsoft. The game is projected to launch in open beta in January 2010 and commercially release overseas by December 2010 in two episodes.
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
HeroCloud: The Next Generation Solution to Online Game Development HeroEngine
HeroCloud removes the business barriers to online game development-- with no up-front costs as well as covering the costs associated with running your game online. HeroCloud provides full access to HeroEngine, hosting, bandwidth, and access to billing and marketing systems in return for a 30% revenue share.
HeroEngine technology provides a groundbreaking online system where development teams build their games live in a what-you-see-is-what-you-get 3D environment with a rich suite of tools, where games come to life instantly as they are built. Licensees include BioWare (Star Wars: The Old Republic), ZeniMax Online, and many more around the world who demand a better process for developing and maintaining online worlds
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
HeroCloud: The Next Generation Solution to Online Game Development HeroEngine
HeroCloud removes the business barriers to online game development-- with no up-front costs as well as covering the costs associated with running your game online. HeroCloud provides full access to HeroEngine, hosting, bandwidth, and access to billing and marketing systems in return for a 30% revenue share.
HeroEngine technology provides a groundbreaking online system where development teams build their games live in a what-you-see-is-what-you-get 3D environment with a rich suite of tools, where games come to life instantly as they are built. Licensees include BioWare (Star Wars: The Old Republic), ZeniMax Online, and many more around the world who demand a better process for developing and maintaining online worlds
Adaptive First Person Shooter Game Content GenerationMohammad Shaker
A presentation for fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games This study outline the three basic models: Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. Each implemented and integrated with CUBE opensource game engine. You can find the publications conducted by this research study here: http://mohammadshakergtr.wordpress.com/publication/
Hashstash Studios is an indie game development studio based out of Delhi NCR, India. We are a studio of game developers, artists, and engineers, who have been working in the gaming domain for many years now and have a rich background in software development and the web ecosystem.
We develop games for all platforms, specifically: Mobiles Games (iOS, Android, Windows Phone 7), Social Platforms (Facebook Games), and for the Desktop (Windows, Mac OS/X, Linux based Distributions).
We have a game out on the Google Play Store (Zap the Knight) and are busy adding content to it and porting it to Windows Phone 7 and iOS. We are also prototyping an interesting tech for a Facebook Game (Social Corporations) and also experimenting with a fun, casual desktop game concept.
Our roadmap also includes some developer-friendly tech: Trivial Engine, a very exciting templates driven game engine, and Trivial Analytics, a cross-platform scoring, monitoring and matchmaking system that would level up “social”.
Along with Hashstash Studios, the same team is involved with Ctrl Alt Delhi (an electronic music act), Gamer on the Move (a mobile game reviews vlog), and Indie GameDev India (an industry body that creates resources and opportunities for indies to move forward in India).
As Hashstash Studios, we are not only building fun and interesting games, we are also pushing the indie scene in India forward.
Metaverse is a digital world concept that allows people to live their life in the virtual world with all their physical activities from work to entertainment like award shows, and implementing this in a game will be an ultimate advantage to the gaming industry. Metaverse games will be a visual treat to gamers, and this will bring many new active members to the gaming world. Metaverse games will let the users play the game with their own avatars in the developed 3D environment.
The AI is the Game: Crafting the Behavior that Creates an Experience that Dri...SeriousGamesAssoc
At its core, the process of creating an educational game is ultimately one of crafting a software product that will engender a particular experience for the player – an experience that will cause the player to acquire the skills or knowledge being taught. There are many factors that contribute to such an experience, such as the subject-matter content, the graphics, the audio, the gameplay mechanics, the dialog… but one of the most important – and one of the most often overlooked – is the game’s AI. It is the AI which creates the behavior of both the characters in the game and of the game as a whole, and it is that behavior – the things that happen, the things that the characters do and say, and the times and ways in which all of these occur – that ultimately defines the experience. The experience is created as a direct result of the AI’s ability (or inability) to evaluate the situation, make appropriate decisions, and deliver an appropriate performance (much like a stage actor’s performance) on the part of the characters and other gameplay elements. Or, to put it more succinctly, the AI is the game. It is the AI which drives behavior, and that behavior is an essential element of both effectiveness (i.e. how well the player learns) and engagement (i.e. how completely the player is drawn into the game).
Recently there has been quite a bit of hype (and, in some cases, dread) around modern developments in AI, but the approaches used by games are quite different from those used in applications such as self-driving cars, speech recognition, cognitive modelling, or even world-class Go opponents. Nevertheless, the game AI community is vibrant, with numerous conferences, publications, and web sites. Over the past 15 to 20 years this community has made immense strides in techniques that can craft behavior that is appropriate to the particular type of game and the particular type of experience that is being envisioned by the game’s designers. At the same time, computers have become more capable, players have become more discerning, and games have become correspondingly more complex. With the increase in both expectations and complexity, it sometimes feels like a battle just to hold the line and deliver the same quality of experience that we achieved 20 years ago through simpler means!
This talk will present the state of the art in Game AI. It will begin with a discussion of what Game AI is and how our goals differ from those of many other disciplines of AI. From there, it will give a whirlwind tour of problem areas and techniques to address each one. Along the way it will discuss not only what is solved, but also exciting areas for future work and what solutions in those spaces might look like, all the while maintaining a strong focus on those areas that are crucial in games for learning rather than just games for entertainment. Last, but certainly not least, the talk will provide references to major sources of material in this field.
Cross Platform Game Development with RailsCaue Guerra
Talk at RubyconfBR 2012 about game development with Rails. This talk is mostly about the experience developing a game at Uken being a Backend Developer
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
Adaptive First Person Shooter Game Content GenerationMohammad Shaker
A presentation for fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games This study outline the three basic models: Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. Each implemented and integrated with CUBE opensource game engine. You can find the publications conducted by this research study here: http://mohammadshakergtr.wordpress.com/publication/
Hashstash Studios is an indie game development studio based out of Delhi NCR, India. We are a studio of game developers, artists, and engineers, who have been working in the gaming domain for many years now and have a rich background in software development and the web ecosystem.
We develop games for all platforms, specifically: Mobiles Games (iOS, Android, Windows Phone 7), Social Platforms (Facebook Games), and for the Desktop (Windows, Mac OS/X, Linux based Distributions).
We have a game out on the Google Play Store (Zap the Knight) and are busy adding content to it and porting it to Windows Phone 7 and iOS. We are also prototyping an interesting tech for a Facebook Game (Social Corporations) and also experimenting with a fun, casual desktop game concept.
Our roadmap also includes some developer-friendly tech: Trivial Engine, a very exciting templates driven game engine, and Trivial Analytics, a cross-platform scoring, monitoring and matchmaking system that would level up “social”.
Along with Hashstash Studios, the same team is involved with Ctrl Alt Delhi (an electronic music act), Gamer on the Move (a mobile game reviews vlog), and Indie GameDev India (an industry body that creates resources and opportunities for indies to move forward in India).
As Hashstash Studios, we are not only building fun and interesting games, we are also pushing the indie scene in India forward.
Metaverse is a digital world concept that allows people to live their life in the virtual world with all their physical activities from work to entertainment like award shows, and implementing this in a game will be an ultimate advantage to the gaming industry. Metaverse games will be a visual treat to gamers, and this will bring many new active members to the gaming world. Metaverse games will let the users play the game with their own avatars in the developed 3D environment.
The AI is the Game: Crafting the Behavior that Creates an Experience that Dri...SeriousGamesAssoc
At its core, the process of creating an educational game is ultimately one of crafting a software product that will engender a particular experience for the player – an experience that will cause the player to acquire the skills or knowledge being taught. There are many factors that contribute to such an experience, such as the subject-matter content, the graphics, the audio, the gameplay mechanics, the dialog… but one of the most important – and one of the most often overlooked – is the game’s AI. It is the AI which creates the behavior of both the characters in the game and of the game as a whole, and it is that behavior – the things that happen, the things that the characters do and say, and the times and ways in which all of these occur – that ultimately defines the experience. The experience is created as a direct result of the AI’s ability (or inability) to evaluate the situation, make appropriate decisions, and deliver an appropriate performance (much like a stage actor’s performance) on the part of the characters and other gameplay elements. Or, to put it more succinctly, the AI is the game. It is the AI which drives behavior, and that behavior is an essential element of both effectiveness (i.e. how well the player learns) and engagement (i.e. how completely the player is drawn into the game).
Recently there has been quite a bit of hype (and, in some cases, dread) around modern developments in AI, but the approaches used by games are quite different from those used in applications such as self-driving cars, speech recognition, cognitive modelling, or even world-class Go opponents. Nevertheless, the game AI community is vibrant, with numerous conferences, publications, and web sites. Over the past 15 to 20 years this community has made immense strides in techniques that can craft behavior that is appropriate to the particular type of game and the particular type of experience that is being envisioned by the game’s designers. At the same time, computers have become more capable, players have become more discerning, and games have become correspondingly more complex. With the increase in both expectations and complexity, it sometimes feels like a battle just to hold the line and deliver the same quality of experience that we achieved 20 years ago through simpler means!
This talk will present the state of the art in Game AI. It will begin with a discussion of what Game AI is and how our goals differ from those of many other disciplines of AI. From there, it will give a whirlwind tour of problem areas and techniques to address each one. Along the way it will discuss not only what is solved, but also exciting areas for future work and what solutions in those spaces might look like, all the while maintaining a strong focus on those areas that are crucial in games for learning rather than just games for entertainment. Last, but certainly not least, the talk will provide references to major sources of material in this field.
Cross Platform Game Development with RailsCaue Guerra
Talk at RubyconfBR 2012 about game development with Rails. This talk is mostly about the experience developing a game at Uken being a Backend Developer
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
5. The Three Kingdoms lore is
widely spread throughout
China and the World
Traditional Arcade Culture
Captain Commando Warriors of Fate
Desire to challenge real
historical figures and warriors
Caocao as a boss Huaxiong as a boss
6. Easy to pick up, simple controls
Maps, Characters, Equipment, Skills
Classic side-scrolling combat experience ↓
RPG elements give the player a sense of accomplishment Many sources of income and
monetization tools
Chat
Leveling
Trade Lots of Equipment
Guilds
Character Game Diverse, Unique Skills
Parties Interaction Story Driven Stages System Freely Combine Skill Sets
Ranking Craft Items and Equipment
Tournaments
varied game modes Character Development
Sociability of the game and difficulty
↓
Character Multi-class System
Player Loyalty
Longer Game Lifespan System Varied Classes
OBJECTIVE
To combine the fast-paced action experience with
interesting character development opportunities
7. Great Hands-on Experience
• Familiar side-scrolling action
• Great sense of satisfaction
• Playable with a gamepad or controller
Multiple Modes of Play
• Complete PvE and PvP Architecture
• Stage mode, versus, and co-op modes
Items, Leveling, and Other Enhancements
• Item Rewards
• Equipment advancement
• Arcade style “Insert Coin” concept to
recover from in-game deaths
…
• Focus on the players’ interactive experience …
• Feedback from players as the basis of our development
• Preserving the addictive arcade style gameplay …
• Updating it with modern artwork and dynamic content
Our Players
8. • 6 Main Characters (4 Opened on EP1)
• 4 Main Factions
Players are free to join different factions for each mission stage to
experience differing content and receive different rewards, increasing
replayability
• Level cap at 80
9. • 30 stages, each with 4 difficulty settings
• 500+ maps (each stage has 15+ maps)
10. Upon reaching level 80, players have the option to be
reborn (level reset) as one of 48 legendary characters
from the Three Kingdoms period
Further increasing game lifespan
13. • Experienced development personnel
• The pooled talent of 5 The9 divisions with 5 years of operating
experience
• Collective efforts of 78 senior managers and senior practitioners
• Surveyed the needs of 716 DNF players (a game which shares
similarities with World of Fighter)
Regular Reports,
Project Support and
Decision-Making
Feedback
Corporate Project
Analyze Competitors, Management Management Recruitment and
Market Analysis Performance Monitoring
Product
Develop Promotion Dept. HR
Programming Testing Project Budget
Strategies Programming Testing Control
Marketing Development Center
Development Center Finance
Planning Art
Technical Planning Art Administration
Dept.
Logistics Support
Operating Environment
and Planning
Sales Dept. Customer Service
Floor Promotion Streamline Customer
Experience
14.
15. In-depth Powerful
Security
Understanding of Backstage Tools
Microsoft’s
Development and Anti-hack, Cheat
Complete Software
Operating Teams Preventing
Customer Service Development and
Measures
Flexible Toolset Quality Control
Development System
Platform
18. Gm tools, Log tools, Monitor, Data and Statistics, as well as tools to monitor and
control the in-game marketplace and auctions
19. • Professional Server-side Authentication
• Signature Verification
• Effective Monitoring Tools
Data received from the client is
verified against the data on the
server. Differences are logged and
accounts will be flagged accordingly.
20. Authorization
Account
Activation/Recharge
Patch Updates
Authorized Operation
Verify ID Connect to Game Server
Get Server List
System Monitoring
• Centralized Server
Synchronized Logs • Complex Build Releases
Sync Logs
Data
• Authentication
Handling
• Other Related Functions
21. • 10 powerful account security tools we share with our partners
• The9 is willing to cooperate with operators who wish to develop their own anti -
theft system and provide them with long-term technical support
22. • Talents from Microsoft – project managers and quality control personnel
• Utilizing Microsoft’s TFS Management Tools for;
Work distribution
Daily builds
Bug management
Code analysis
Performance optimization
• Strict management processes to ensure quality is built into the game right from the start;
Code
Bugs
Content delivery
Stress testing
Daily reports
Etc.
23. Function Details
• Beginner missions
• User-friendly, intuitive controls
Beginner
• System prompts
Friendly
• Instructions mailed to player’s in-game inbox
• Built-in MGM
• Strong backstage development tools
System
• Rapid development speed,rich and varied content
Updates
Currently has 8 modes of play with over 700 missions
• Server supports both Linux and Windows operating systems
System
• Optimized client, low resource usage
• Anti-hack (cheat), account theft, and private server measures in place
Security
• Authenticates with central server
25. • 3D:2D Games Ratio 5:2 • 3D:2D Games Ratio 1:3
• 2D Games represent 30% of the market • 2D Games represent 75% of the market
• DNF occupies 25% of the 2D games market
Internet Cafe Game Rankings (Korea) 03/12 Internet Cafe Game Rankings (China) Q3
Rank Name Percentage Rank Name Percentage
1 Sudden Strike 14.35 1 World of Warcraft 12.00
2 Starcraft 9.10 2 ZhengTu Online 12.00
3 World of Warcraft 8.56 3 XYQ 12.00
4 Special Force 6.34 4 Kart Rider 10.00
5 Lineage 2 6.25 5 The World of Legend 6.00
6 Lineage 6.20 6 Audition 4.00
7 Warcraft 3 5.22 7 Castlevania Online 4.00
8 Dungeon and Fighter 3.24 8 Tianlong 3.50
9 Audition 2.85 9 Zhuxian Online 3.00
10 Maple Story 1.93 10 Scions of Fate (Yulgang) 2.50
3D Games 3D Games
2D Games 2D Games
• Market for fighting games will scale up to 3 billion RMB/year
• World of Fighter to take up __% = __ billion RMB/year
Estimates based on 2008 Gaming Market Statistics
26. TOP MMOs by hours played (FREE TO PLAY ONLY)
Well executed 2D Games are still exceptionally Rank Game Hours 2D/3D
strong in the Western Market 1 Silkroad Online 21320 3D
2 Combat Arms 15094 3D
3 CABAL Online 13594 3D
TOP MMOs by hours played
4 Maple Story 11847 2D
Rank Game Hours 5 Metin 2 10124 3D
1 World of Warcraft 435315 6 Runes of Magic 10048 3D
2 Guild Wars 29343 7 Shaiya 8788 3D
3 Silkroad Online 21320 8 Flyff: Fly for Fun 8730 3D
4 Eve Online 17734 9 Cross Fire 7907 3D
5 Combat Arms 15094 10 Perfect World 7900 3D
6 CABAL Online 13594 11 Grand Chase 5899 2.5D
7 LotR Online 13533 12 Soldier Front 7297 3D
8 Maple Story 11847 13 Rappelz Epic IV 5481 3D
9 Warhammer Online 10819 14 Atlantica Online 5247 3D
10 Metin 2 10124 15 Fiesta 5214 3D
16 WarRock 5179 3D
17 Dofus 4760 2D
With our strong, committed development team 18 Second Life 4730 3D
and your cooperation, we can surely leave our 19 Archlord 4395 3D
20 Mabinogi 4355 3D
mark on the market.
Statistics obtained from Xfire, June 15th, 2009