Thean, Wei Yoong (2016) SNC Social Gaming System. Final Year Project (Bachelor), Tunku Abdul Rahman University College.
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Abstract
Purpose: The main purpose for this project is to solve the phubbing problem. Phubbing, is the combination of the words "phone" and "snubbing" (NOELLE DEVOE, 2015). It refers to a person interacting with their phone (or other device) rather than interacting with a human being (Techopedia, 2016). Nowadays, the phubbing problem is become serious, we can see people keep play their smartphone at anywhere. Even they gathering with their friends or family, they also will only play with their smartphone or pad, and less chats or communicate with their friends and family. This will course the relationship between friends or family become further and further. Worst result maybe will course the people don’t want table to each other, just play with own smartphone or device. To solve/ reduce this problem, we were design this system, SNC Social Gaming System. This system we plan to setup at restaurant and café to allow customers to play the game. With playing the game, the customers can know their opponents, not only their name, but also their face and appearance. Sometime, they also will start talk with their opponents and make friend with them. This will solve the phubbing problem, at least they will start talk/ chat with other people. This will be a good sign to reduce the phubbing issue. Scope: This project included Reward Management System, Game Live Streaming System, Leaderboard System and few games. First is Reward Management System. This system is used by staff in restaurant or café to edit or update the reward menu. This project will allow player to choose a food from reward menu as reward of the game. So this system will allow the staff edit and update the menu if they plan to change the reward menu. The staff can add in new item, modify the detail for an item and also remove the item. Besides that, the staff also can check the condition for the player (Win the game or Lose the game) with using this system. So they can add the reward price to the losers’ bill or all players’ bill base for this system. Besides that, Game Live Streaming System also is in this project scope. This system also is used by the staff, to show/ display the current game to a big screen, so the non-player customer also can view the game. The staff can display all the current game to the big screen so the non-player customer can feel the atmosphere and support them. The staff also can switch the game from sub-screen to main screen, so the main screen not only displays same game, because the staff can switch it to other game anytime if they want. Next is Leaderboard System. This system will store/ hold all the high score data, not only local category learderboard, but it also handle the country category and world category leaderboard. So the staff and the customers can know who is the highest score holder in this restaurant, this country and also in the world. Lastly are the games. For now, this project included 2 games, which is Coco Collector and Sweets Killer to allow the customer to play. The gameplay for Coco Collector is who can collect most “Coco” in limited time, he/ she will be the winner. Besides that, the gameplay for Sweets Killer is who able to kill all the opponents and stay until the end becomes the last survivor, he/ she will be the winner. Methodology: The tools used in this project is Unity game engine, 3ds Max, Parse Cloud and Kii Cloud. First, this used Unity game engine as main development tool to build this project. Besides that, 3ds Max used to create or modify/ edit the models which used in the project. Next, we used 2 extra plugin to hold the data, which are Parse Cloud and Kii Cloud. In this project, we used Parse Cloud to hold the reward menu data, all the reward’s detail will send and store at Parse Cloud. Furthermore, we used Kii Cloud to hold/ store the leaderboard data, so we can get the leaderboard data from it. Development phases: The development phase for this system is prototype model. Since this project was involved many people, included restaurant staff and customer. Especially the staff, they are main users for this system, because they need to control this system, like Reward Management System, Game Live Streaming System, Leaderboard System. For given convenience to them, we need to design it to lets them easy to use the system. So we choose used prototype model, first we will build a prototype base for the opinion/ suggestion we collected from the staff. After that, we will let the staff test the prototype and ask the feedback from them and modify the system base for the feedback. We will keep ask the feedback from staff and modify the system, until the staff satisfy with the system. With this model, we can make sure this system does not be an extra burden for them. Assessment criteria used: In testing phase was used the test plan to test the game from several area. For example, Functionality Testing and Multiplayer Testing. Functionality Testing, to test the system can work correctly and less error and bug. Multiplayer Testing, to test the system either can support more players to join the game or not and also test the system can support how many users join at the same time. Results: The system was success to implement and all main functions are work correctly, but the design of the system still messy and still have some bug unsolved. The strength for our system is can let the non-player customers also can feel the game’s atmosphere, because we will show the current game into a big screen like World Cup Football Competition will show in a big screen. But the weakness is this system is fully dependent for the internet, if didn’t have internet, most of the functions in this system will not work. Conclusions and Recommendations: The author can learnt how to store he data to online server, this is very useful for future use, because nowadays most of the game will related with the online, so some of them also will store the data online. Besides that, the author also learnt how to handle the online multiplayer, like what the author just say, online are most familiar in now, so online multiplayer also will very useful in future development. The future improvement for this system is solving hard to maintain problem and able to add in game easily. To solving hard to maintain the system issue, we try to upload the system online and asking the client downloads the system. So when we update and maintain the system online, the system in clients’ side also will update automatically, so we not need maintain or update the system shop by shop, this concept same as the application in Google Play. Besides that, to let the system able to add in game easily, we will try to separate the system and the game part, and will use hyperlink to link to the game, so every time when add in new game, we not need disturb the system too much.
Item Type: | Final Year Project |
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Subjects: | Science > Computer Science Geography. Anthropology. Recreation > Recreation Leisure > Games. Computer Games |
Faculties: | Faculty of Applied Sciences and Computing > Bachelor of Computer Science (Honours) in Interactive Software Technology |
Depositing User: | Library Staff |
Date Deposited: | 09 Aug 2019 04:19 |
Last Modified: | 15 Apr 2022 04:14 |
URI: | https://eprints.tarc.edu.my/id/eprint/4677 |