Battle of Chaos (Networking Architecture, Accounts Database, and Game Feel)

 




 

Wong, Liang Zer (2019) Battle of Chaos (Networking Architecture, Accounts Database, and Game Feel). Final Year Project (Bachelor), Tunku Abdul Rahman University College.

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Abstract

The main purpose of this project is to see how far a self-coded Server can go, without needing to pay for premium server providing services. It is to experiment the limits of real-time multiplayer, and to do it’s best as possible to accommodate 200 players in a single match. This project is a Multiplayer Server Framework, where it can be reused for any kind of multiplayer game. A 5 on 5 MOBA (Multiplayer Online Battle Arena), A 5 on 5 FPS (First Person Shooter), a 6 on 6 MOBA FPS, a turn based strategy, a MMORPG (Massively Multiplayer Online Role Playing Game) and more. This project is done by only one person. The person handles the Software Architecture of the Framework, code cleanliness, code reusability, simplicity, and the way that the Server is launched for clients to connect. Plus the helpful softwares used to facilitate visualization of the SQL database, and more. This project is developed mainly using the C# Programming language, done with Microsoft Visual Studio 2017 as the IDE (Integrated Development Environment) of choice. It provides a lot of helpful tools on making for loops be written faster (with two taps of the tab button after typing for), it provides useful analysis such as code complexity, plus it has a lot of keyboard shortcuts to increase development efficiency. In the planning stage, facts and know-hows are gathered using online resources that is available on the topic. From valve software’s networking wiki to youtubers server tutorials. The following framework is also described using UML diagrams, Use Case Diagrams, Class Diagrams, Development Diagrams, and the project is done with the Personal Extreme Programming principle. Simplest design, Planning of maximum value to the industry, Small releases, Testing, Refactoring, Continuous Integration, Solo Code Ownership, Self-imposed coding standards and so on. The final Server Project has been tested using the test case and test plan. All test plans have been done and passed successfully to ensure that the goal of the Multiplayer Framework is achieved.

Item Type: Final Year Project
Subjects: Science > Computer Science > Computer software
Technology > Technology (General) > Information technology. Information systems
Faculties: Faculty of Computing and Information Technology > Bachelor of Computer Science (Honours) in Interactive Software Technology
Depositing User: Library Staff
Date Deposited: 07 Feb 2020 09:30
Last Modified: 22 Sep 2020 09:13
URI: https://eprints.tarc.edu.my/id/eprint/13254