The context of this work is about the dynamization of groups and the integration of new people, that can be made using a virtual environment where all elements can interact and communicate. So, this work aims to develop a modeling platform to construct multiplayer game levels that incites players to use strategies of cooperation and competition between them, in the dierent contexts in which they are inserted. It is presented a methodology that allows to quickly and easily construct complete functional game levels to be used with groups of players, through expeditious modeling of the game elements, in Second Life and OpenSimulator virtual worlds.
2. David Mendes
Faculdade de Engenharia da Universidade do
Porto, david.mendes@fe.up.pt
António Coelho
INESC Porto
DEI - Faculdade de Engenharia da Universidade do Porto
acoelho@fe.up.pt
Armando Sousa
INESC Porto
DEEC - Faculdade de Engenharia da Universidade do Porto
asousa@fe.up.pt
4. Scope
Group Dynamics
– Creation of new work groups
– Integration of newcomer students
Digital Games
FEUP Adventure
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5. FEUP Adventure
“Development of collaborative
activities, in a virtual platform,
for newcomer students.”
• Virtual levels in Second Life
• The levels are based in physics, moving
objects and orienting the avatar of the
player's character
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6. Problems
Digital Game
– Simple mechanics
– Interaction between players and game
elements
Virtual Space
– Limited extension
– Use available space
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7. Objectives
Expeditious Modelling
– Streamline the levels creation process
– Reuse available space
Create Serious Game Levels
– Group Dynamics
– Model FEUP Adventure’s levels
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8. FEUP Adventure
Using the virtual Space: different floors
– Each game level in its own space
– Objects are permanent
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10. Using the Virtual Space
Approach: Single virtual area
– One game room only
– Levels are built alternately
– Game elements are:
Built
Deleted Used
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12. Construction Seed
Initial Object
– All virtual objects are in its
inventory
Interaction with supervisor
Constructing/Deleting levels
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13. Game Control and Identification
Game Control Object
– Start game
– Controlling game information
Identification Object
– Identification of the players and teams
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14. Levels Construction
Construction
Object
llRezObject Identification
Objects
Level Objects Players and
teams
Scores
Time and
duration
Level Game Game Game Information
Definition Information Control
Object
External Files Virtual Objects
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19. Conclusions
Study Case: FEUP Adventure
– Levels recreation
– Reusing available virtual space
– Easy definition and edition of levels
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20. Future Work
Levels definition process
– Virtual objects management
– 3D Viewer
• New game levels
• Teams and game sessions management
– Scheduling
– Rankings
• Another contexts
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