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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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.