kalpaware, inc presents.... simnetwork game overview genre: real time strategy similar to simcity...
TRANSCRIPT
![Page 1: Kalpaware, Inc presents.... SimNetwork Game overview Genre: Real Time Strategy Similar to SimCity Player is a network designer of a large telecommunications](https://reader030.vdocument.in/reader030/viewer/2022032707/56649e385503460f94b2960d/html5/thumbnails/1.jpg)
Kalpaware, Inc
presents...
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![Page 3: Kalpaware, Inc presents.... SimNetwork Game overview Genre: Real Time Strategy Similar to SimCity Player is a network designer of a large telecommunications](https://reader030.vdocument.in/reader030/viewer/2022032707/56649e385503460f94b2960d/html5/thumbnails/3.jpg)
SimNetworkGame overview
• Genre: Real Time Strategy
• Similar to SimCity
• Player is a network designer of a large telecommunications firm
• Game goal: build a reliable network that connects customers with each others efficiently and make profit
• No winning rule: player can play for as long as he/she wants
• Losing rule: balance falls below certain amount or overall customer satisfaction falls below certain percentage
• Educational purpose: teach the fundamental techniques and strategies involved in the design and maintenance of digital communication networks
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SimNetworkGame scene
User interface
Toolbar
Customer
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SimNetworkGame rules
• Each customer specifies three requirements
• Monthly fee: amount customer is willing to pay
• Minimum bandwidth
• Peers: other customers to which customer wants to connect
• Three types of customers with different requirements: Residential neighbourhoods, Businesses, Industrial/Educational
• Based on the quality of service provided, a satisfaction rate out of 100% is calculated for each customer.
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SimNetworkGame rules
• To solicit customers to subscribe, player has to first link them to the network
• Player then “negotiates” with customer:
• Player specifies the monthly fee for each customer
• Customer might or might not accept offer: the higher the difference between the customer-specified monthly fee, the lesser the likelihood that he/she will accept offer
• However, higher bandwidth might entice customer to accept offer (some AI functionality determines this)
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SimNetworkUser interaction
• Two basic network buildings blocks
• Routers: 2, 4, 6, ... interfaces, each router has a finite maximum bandwidth
• Cables: 1, 10, 100, 1000 Mbps
• Cables are laid between two points in the map
• Multiple cables can be joined with an appropriate route
• User can also add routers to the map by clicking on the point router should appear on
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SimNetworkUser interaction
Cable connecting two customers
Scene can be rotated about X, Y axes. Player can also zoom in/out and scroll
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SimNetworkGame design: Toolbar• User operates the toolbar by clicking the individual
buttons
• When the button is selected, it changes appearance to indicate that tool has been selected by player
• Each tool has its own representation on the toolbar: an interactive button
• Demolish tool will remove any parts of the network and also clear up space for laying the cables (if for example a tree is on the way)
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SimNetworkGame design: Toolbar
• The toolbar is part of 2D scene. 2D scene has its own orthogonal camera
• There are 9 tools total: 4 for laying down different cables, 4 for different routers, and demolish tool
• Each button is a set of 3 sprites: a sprite for normal state, sprite for hover state, and a sprite for selected state
• Each button has fixed widths and height which can be adjusted as needed
• Toolbar is dynamically positioned in top left corner of the screen, but can be easily moved anywhere within the screen view
• do_point( ) and do_timer( ) functions allow for the hover state to work. They each call the right toolbar handler that is required to complete the hover, select, or de-select actions
• Total number of lines of code ~200
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SimNetworkFSM
Over all Game loop
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SimNetworkFSM: Simulation pipeline
Simulation pipeline
High level Algorithm
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SimNetworkBasic models
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Questions?