Ultimate Super Cars: MV - PowerPoint PPT Presentation

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Ultimate Super Cars: MV

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Ultimate Super Cars: MV Presented by: Rishi Parmar Michael Asavareungchai – PowerPoint PPT presentation

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Title: Ultimate Super Cars: MV


1
Ultimate Super Cars MV
  • Presented by
  • Rishi Parmar
  • Michael Asavareungchai

2
Game in nutshell
  • Two players will play in a fierce competition to
    reach the finish line first in their Ultimate
    Super Car.
  • Winning will not be easy, as the race track
    contains challenging turns and obstacles. Each
    car has oil slicks and turbo boosts which players
    can use to gain the upper hand in a race.
  • Each Ultimate Super Car is customizable from the
    way it runs and handles, to the way it looks.
  • Players can view their win/loss records and see
    how they compare to other racers.

3
Notes Limitations
  • No more than two racers.
  • No single player mode.
  • No off road driving.
  • A racer can be so far ahead that the other racer
    is no longer in view.

4
Start Screen
  • Racers will start on opposite sides of the track.
  • There will be a countdown to a green light, then
    the racers can start to accelerate.

5
Obstacle
  • This is a sample obstacle on the track that
    racers must avoid.
  • If they collide with an obstacle, they will reset
    away from the obstacle.

6
Turning
  • This is what a turn on the track will look like.

7
Crashing
  • This is what a crash with another player looks
    like.
  • Both racers will reset on opposite sides of the
    track.

8
Oil Spill
  • When a racer hits an oil spill, they will lose
    control of their car temporarily.

9
Turbo Boosts
  • Turbo boosts will increase the speed of a player
    temporarily.

10
Help Screen
  • A cell phone button is assigned to display the
    help screen.
  • When it is pressed, the screen shows the help
    screen and nothing else until the button is
    pressed again.

11
Model
12
Tidbits
  • Main Packets used for Transfer
  • Clients get the roadmap at startup
  • Including the roadblocks
  • Server receives signals from the clients every
    100 ms
  • Server sends update info to both clients every
    160 ms
  • Bottomline Server stores state and takes care of
    all the computations clients control the car
    speed, steer, and oil leaks

13
Implementation using Servlets and Midlets
  • Server incorporated into the servlet
  • Midlets call the server on a well known port
  • Midlets gets assigned a port by the server

14
Support Analysis
  • Large LCD Screen
  • 84 x 48 pixels
  • But, bigger the better!
  • Fast connection
  • About 500 bytes may need to be transferred every
    10th of a second
  • Need moderate to large memory
  • Store the road map, which will become difficult
    with more obstacles
  • A protocol to have 2-way communication between
    servlet and midlets

15
Feasibility-1
  • Screen Size
  • New cellphones have large screens
  • Fast connection
  • current data transfer rates of 9.6 kbps to 14.4
    kbps are inadequate
  • 2.5G technology with support for 56kbps to 144
    kbps would be sufficient.
  • Memory
  • 32KB should be enough
  • Protocol
  • Allow servlet to send update info to midlets
    every 160 ms (when the timer fires on servlet
    side)
  • Allow midlets to send signals to servlet every
    100ms (when the timer fires on midlet side)

16
Feasibility-2
  • Poor Reception will remain a big problem
  • If poor reception for less than 2 seconds, then
    retrieve state from the server
  • The game (including the setup) must start over if
    no reception for over 2 seconds
  • Security
  • Tapping is easy
  • But MIDP 2.0 has some security features available
  • Tomcat breaks down
  • The entire game must start over

17
Anticipated users
  • Ultimate Super Cars MV is accessible to people
    of all ages.
  • People who take mass transit can pass the time by
    playing this game.
  • The competitive nature of our game will keep
    aspiring Ultimate Super Car racers coming back
    for more.
  • The customizability of the cars keeps the game
    fresh and allows players to personalize their car
    and the way they play.

18
Life cycle/Support
  • During the development phase, the only users will
    be the programmers
  • Developers will also provide product support
  • Developers will release the product on May 31st
  • We will support the game until the end of June
  • Afterwards, the company selling the game needs to
    find people for support
  • As for the server side of our game, we will need
    someone to support it after the games release
  • Make sure tomcat is running
  • Install new server software as necessary
  • Ensure server can handle all traffic needs
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