Project final phase - showx

Download Report

Transcript Project final phase - showx

Implementation and Study of a “Term” based Role Playing Game using Client Server Paradigm.

Vaithiyanathan Sundaram

About the project

• • • • Implements a client server paradigm.

Designs a multiplayer game inspired by several existing Role Playing Game. Studies the impact of these games and player behaviors on the servers.

Suggests a measurement profile for efficient load balancing of servers.

Scope of this project

• • • • • Learn the working of client server modeling Learn the working of TCP/IP stack in the application of client server paradigm Learn the usage of Java sockets in establishing connections. Learn the implementation of GUIs Learn the art of Role Playing Game mechanics.

Implementation details

• • • • Platform: Windows 7 Language: Java and Java Swing IDE: Netbeans 7.0.1

Game design: Own algorithm

My journey

• Phase 1:

Phase 1 Game design, Requirements planning, low-level implementation Phase 1 Game design, Requirements planning, low-level implementation Phase 1 Game design, Requirements planning, low-level implementation Success rate 100% Success rate 100% Success rate 100%

My journey

• Phase 2

Phase 2 Extension of low level working

, Implementation of User Interface

Phase 2

Extension of low level working,

Implementation of User Interface Success rate 100% Success rate 90%

120% 100% 80% 60% 40% 20% 0%

My journey

• Phase 3, Now Phase 3 Sophistication of User Interface and Game design Phase 0 Phase 1 Phase 2 120% 100% 80% 60% 40% 20% 0% Phase 0 Phase 1 Phase 2 Final

The Player’s User Interface

Game mechanics A: attack C: Critical rate M: Mana penalty H: Health penalty

Machine gun: 20 A 80 C 0 M 0 H Magical Sword: 25 A 60 C 10% M 0 H Rocket Launcher: 35A 60 C 5% M 10% H

Game mechanics

Assault rifle: 40 A 60 C 15% M 0 H Heal Grand power of death: 70 A Random C 20% M 25% H

Player 1

4 1

Working

1. Player 1 sends computed attack 2. Server refreshes player 2 3. Player 2 fights back 4. Server refreshes player 1

2 3

Player 2

Demonstration

Performance study

Check 1

Type of player Random or intelligent

Real time performance testing for the server with a PAIR of players

Performance study

Check 2

Number of dynamic Join and leave

Simulated performance testing when 1-10 pairs of players join and leave the server randomly

Performance study

Check 3

Gameplay style Lethargic or Barbaric

Performance testing for a pair of lethargic players.

Challenges faced

• • Implementation of a real time refreshing of the state of the opponent using a standalone Java Swing GUI.

Since the Operating system used in Windows 7, it was difficult to measure the CPU usage from the “task manager”. In Linux it is fairly simple and accurate to measure the CPU usage at regular instances.

Summary

• • • • Implement a working client server paradigm Implement multiple client instances and maintain concurrency at server Implement a real time multiplayer gaming prototype Study the requirements of the server before choosing the right load balancing technique before deploying them in large scale.