application development for mobile and ubiquitous ...ts2/admuc/... · sergey chuykov & philipp...

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Department of Computer Science Institute for System Architecture, Chair for Computer Networks GroupNo. 15 Team: Philipp Sonnefeld Sergey Chuykov Application Development for Mobile and Ubiquitous Computing Seminar Task First Presentation

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Page 1: Application Development for Mobile and Ubiquitous ...ts2/admuc/... · Sergey Chuykov & Philipp Sonnefeld Folie 7 Application Scenario • Number of Opponents 0 – „squash-mode“

Department of Computer Science Institute for System Architecture, Chair for Computer Networks

GroupNo. 15

Team: Philipp Sonnefeld

Sergey Chuykov

Application Development for Mobile and Ubiquitous Computing

Seminar Task

First Presentation

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Application Scenario

PONG

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Application Scenario

PONG

[wikipedia]

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Application Scenario

PONG

http://en.wikipedia.org/wiki/Category:Pong_variations

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Application Scenario

Variations in game design – basic principles:

• Number of Opponents

• Type of Opponent

• Type of Connection

• Team size

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Application Scenario

• Number of Opponents

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Application Scenario

• Number of Opponents

0 – „squash-mode“ 1 2

...

3 4

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Application Scenario

• Type of Opponent

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Application Scenario

• Type of Opponent

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Application Scenario

• Type of Connection

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Application Scenario

• Type of Connection

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Application Scenario

• Team size

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Application Scenario

• Team size

2 vs. 2 deathmatch*

* every game needs a deathmatch mode

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Application Scenario

Variations in game design – basic principles:

• Number of Opponents:

• Type of Opponent:

• Type of Connection:

• Team size:

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Application Scenario

Variations in game design – basic principles:

• Number of Opponents: 2-4 total

• Type of Opponent:

• Type of Connection:

• Team size:

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Application Scenario

Variations in game design – basic principles:

• Number of Opponents: 2-4 total

• Type of Opponent: human

• Type of Connection:

• Team size:

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Application Scenario

Variations in game design – basic principles:

• Number of Opponents: 2-4 total

• Type of Opponent: human

• Type of Connection: WWW / local WiFi

• Team size:

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Application Scenario

Variations in game design – basic principles:

• Number of Opponents: 2-4 total

• Type of Opponent: human

• Type of Connection: WWW / local WiFi

• Team size: deathmatch!

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Technologies

Used Technologies (quick overview)

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Objective-C (Xcode)

Technologies

iOS (Device, Simulator)

iOS SDK GameKit

Cocos2D

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Challenges

Challenges we face:

• real-time synchronization between 2+ devices

• game hosting / discovery / matchmaking

• stable connection

• adaptation of game state and UI between heterogeneous devices (iDevice family)

• UI design for quick reaction: small screens

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Work plan

The road ahead:

• UML design (use cases, class hierarchy)

• learning the technology (tutorials, samples)

• learning & using the tools (XCode 4) to implement prototypes

• testing: regression tests, automated GUI tests, manual tests on real devices

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Applause!

Thank you and good luck with your projects.