CURRENT PROGRESS (April 2006)
The actual implementation is devided into stages with different levels of feature und functionality details. We finished stage 3, the goal of our project and started to programm aditional nice-to-have features in our spare time (Stage 4).
See below for a list of things that belong to each stage.
Phase Gamedesign | Preparations | Technical Researches | GDD
Phase Implementation , Stage 1 | J2ME Coding
Phase Implementation , Stage 2 | J2ME Coding
Phase Implementation , Stage 3 | J2ME Coding
Phase Implementation , Stage 4 | J2ME Coding
Phase Testing | Revision | Papers/Publications
MODULE PLANNER
- General Features
- Multiplayer Features
- GAMEPLAY
Creating, Findig, trading
Collecting Items
Interaction
Communication
Competition
Raising and Training
Customization
Single- / Multiplayer Aspects
Gaming Sites and Publications
Saving, Loading and Persistence
- GAMESTORY
- REPRESENTATION of the real in the virtual world
Travel, Scale, Characters, Locations, Weather, Day&Night
- CONCEPT: Rendering System
Map view concept
Players view to the game
- CONCEPT: Architecture and Modules (client / server side)
Interaction Module
Positioning/Location Module
Training Module
Sound Module
Menu Handler Visualization Module
Server Modules
Bluetooth Module
Map Module
VLF module
Game Control Module
- GENERAL GAMEPLAY FLOWCHARTS
- VISUALS
Sketches
- USER INTERFACES
- Stage I (finished Dec. 05)
- Stage II (finished in Jan. 06)
- Stage III (finished in Mar. 06)
- first prototype released fordownload in February 2006
- 2 scientific papers accepted for conferences
IMPLEMENTATION STAGES TABLE
- User creation: User is able to register his/her username and password (and personal data) via the mobile
- VLF creation: User is able to create one VLF (without taking photo from camera) (random generation of VLF properties). The system can handle the VLF visualization
- Positioning: The mobile can connect with GPS to get the geo position data
- Map: The mobile can scan the map (connect to the server) automatically and display the player and items position. The map is not able to detect other players yet but should be able to handle the map-square-division issues
- Item: The user can pick an item from the map, store it into the VLF’s inventory, or drop the item
- Record Management System, Saving VLF data on mobile phone
- VLF drop: User able to drop the VLF. This VLF will be a self-controlled (with simple AI)
- Choose active VLF: Select one active VLF from the list. VLF-related-issues (view property, change equipment, item use, energy, ...)
- Online Trading (without Bluetooth and chat function) with AI or other player
- Online message & Communication (without Bluetooth): User should be able to send offline message, and chat via online connection
- Bluetooth discovery (GPS Receiver, other players, setup screen)
- View other players and items on the map User un-registration
- Fight against the wild VLFs and catch/tame them. Now the user should be able to have more than one VLF
- Fight against other player via TCPIP (without Bluetooth)
- Bluetooth message & Communication (including Bluetooth detection and connection), plus finishing the communication issues.
- Fight against other player via Bluetooth
- Bluetooth trading, and implementing the chat function for the online trading
- There is a list of additional functionality and nice-to-have features (including so-called Mini-games) which will be added to further stages, depending on testing results and time left in the schedule.
Copyright (C) 2005 by exNeMo Group, University Bremen - All rights reserved
Last change on this page: 10.05.2006

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