Designing and Implementing a Browser RTS

Total Page:16

File Type:pdf, Size:1020Kb

Designing and Implementing a Browser RTS Designing and Implementing a browser RTS Joao˜ Pedro Lopes Ferreira Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Pedro Alexandre Simoes˜ dos Santos Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Pedro Alexandre Simoes˜ dos Santos Member of the Committee: Joao˜ Miguel De Sousa de Assis Dias June 2019 Acknowledgments I would like to thank my parents and my sister for every support and care they gave since I was born, my thesis coordinator for having an immeasurable patience with the development of this project and supporting me until it’s conclusion, my closest colleagues who gave me the support to reach this point of my academic studies, and my friends who are part of my life which shared some of the good and bad moments of it. To all of them a big Thank You. Abstract The video game genre that is recognized as Real-Time Strategy (RTS) had many stages of evolution since the beginning of it’s creation. As the technology evolved, this type of game can nowadays be played in different types of devices. There is still few RTS games that can be played with more than one different device. This document presents the solution to design and create a RTS Game that is playable on both per- sonal computers and mobile devices. The game conceived on this project uses HTML5 and JavaScript as programming languages and is playable in multiplayer mode. Multiple players compete between themselves in 1 versus 1 game matches. This game also contains the 4X elements present in the traditional RTS games (”eXplore, eXpand, eXploit and eXterminate”). Keywords RTS, Multiplayer game, Phaser.io, Client-Server networking, Cross-platform. iii Resumo O genero´ de video jogos que e´ conhecido como Estrategia´ em tempo real (RTS) teve varios´ estados de evoluc¸ao˜ desde o in´ıcio da sua criac¸ao.˜ A` media que a tecnologia foi evoluindo este tipo de jogo pode hoje em dia ser jogado em diferentes tipos de dispositivos. Existem ainda poucos jogos RTS que podem ser jogados em mais que um dispositivo. Este documento apresenta a soluc¸ao˜ em desenhar e criar um jogo RTS que e´ jogavel´ tanto em computadores pessoais como em dispositivos moveis.´ Este jogo usa as linguagens de programac¸ao˜ HTML5 e Javascript e e´ jogavel´ em modo multi-jogador. Multiplos´ jogadores competem entre si em jogos de modo 1 contra 1. Posteriormente este jogo contem´ os elementos 4X presentes nos jogos RTS tradicionais (”eXplore, eXpand, eXploit and eXterminate”). Palavras Chave RTS, Jogo multijogador, Comunicac¸ao˜ cliente-servidor, Phaser.io, Multiplataforma. v Contents 1 Introduction 1 1.1 Motivation.............................................2 1.2 Objectives.............................................3 1.3 Contributions...........................................3 1.4 Structure of this document....................................3 2 Related Work 5 2.1 RTS game elements.......................................6 2.1.1 Theme...........................................6 2.1.2 Units............................................6 2.1.3 Structures.........................................7 2.1.4 Resources........................................8 2.1.5 Fog of War........................................8 2.1.6 Player Actions......................................9 2.1.7 Interface..........................................9 2.1.8 4X............................................. 10 2.1.9 Player archetypes.................................... 11 2.2 RTS History and Examples................................... 12 2.2.1 Stonkers......................................... 12 2.2.2 Dune II.......................................... 12 2.2.3 Warcraft: Orcs & Humans................................ 13 2.2.4 Command & Conquer.................................. 13 2.3 Technologies used........................................ 14 2.3.1 Mobile platforms..................................... 14 2.3.2 HTML........................................... 16 2.3.3 JavaScript......................................... 17 2.3.4 Advantages of using HTML5 to make games..................... 17 2.3.5 HTML5 Game Framework................................ 18 vii 2.4 Discussion............................................ 19 3 Game Design and Architecture 21 3.1 Game Design........................................... 22 3.1.1 Races and Objectives.................................. 22 3.1.2 Perspective........................................ 22 3.1.3 Features......................................... 23 3.1.4 Economy......................................... 24 3.1.5 Units............................................ 25 3.1.6 Structures......................................... 26 3.1.7 Monsters......................................... 27 3.1.8 Upgrades......................................... 28 3.1.9 Super Power....................................... 28 3.1.10 4X............................................. 29 3.1.11 Progression........................................ 29 3.1.12 Planetary Conquest Concept Map........................... 30 3.1.13 Interface.......................................... 31 3.2 Architecture Design....................................... 32 3.2.1 Technical Limitations................................... 32 3.2.2 Client-Server Networking................................ 33 3.2.3 Phaser.io......................................... 39 3.2.4 File Structure....................................... 40 3.3 Discussion............................................ 42 4 Implementation 45 4.1 Development Process...................................... 46 4.1.1 Starting Tutorials..................................... 46 4.1.2 Spritesheets....................................... 47 4.1.3 Game Map........................................ 49 4.1.4 Isometric plugin..................................... 50 4.1.5 A-Star movement..................................... 51 4.1.6 Spatial Hashing...................................... 56 4.1.7 Device orientation.................................... 58 4.1.8 Server authoritative................................... 59 4.1.9 Performance optimization................................ 61 4.2 What went wrong......................................... 63 4.3 Discussion............................................ 65 viii 5 User Tests 67 5.1 Conditions............................................. 68 5.1.1 Focus Group....................................... 68 5.1.2 Where it was tested................................... 68 5.1.3 How it was tested.................................... 69 5.2 Alpha Prototype......................................... 70 5.3 Beta Prototype.......................................... 73 5.4 Discussion............................................ 76 6 Conclusion 77 6.1 Conclusions............................................ 78 6.2 Future Work............................................ 79 A Annexes 87 A.1 RPS................................................ 87 A.2 Unit Combat Formula...................................... 88 A.3 Combat Value Tables....................................... 89 A.3.1 Orghz Units and Tower................................. 90 A.3.2 Human Units and Tower................................. 90 A.3.3 Monster Units....................................... 90 A.3.4 Orghz Strucutres..................................... 91 A.3.5 Human Structures.................................... 92 A.3.6 Orghz Weapons and Armor Upgrade.......................... 92 A.3.7 Human Weapons and Armor Upgrade......................... 93 A.3.8 Orghz Unique Upgrades and Super Power...................... 93 A.3.9 Human Unique Upgrades and Super Power...................... 93 A.3.10 Unique Upgrades Resource Costs and Combat Value Increases.......... 94 A.4 Technical Design......................................... 95 ix x List of Figures 2.1 Starcraft 2 game interface.................................... 10 2.2 Generic RTS diagram...................................... 11 3.1 Planetary Conquest Concept Map............................... 30 3.2 Planetary Conquest Interface for Computer platforms..................... 32 3.3 Simplified Game Networking.................................. 35 3.4 Client-Server game communication............................... 38 3.5 State diagram of Planetary Conquest.............................. 40 3.6 Planetary Conquest file structure................................ 41 3.7 Diagram of Phaser Game state logic.............................. 42 4.1 Dijkstra shortest path calculation - IST AIG Class....................... 52 4.2 A-Star distance heuristics - - IST AIG Class.......................... 53 4.3 Differences between smooth path application - IST AIG Class................ 54 4.4 Differences between straight-line smooth path application - IST AIG Class......... 55 4.5 Example of Hash spacing application.............................. 58 4.6 Different starting screen texts.................................. 59 5.1 Number of game objects produced (Alpha).......................... 72 5.2 Monster options chosen and resources gathered (Alpha)................... 72 5.3 Number of game objects produced (Beta)........................... 75 5.4 Monster options chosen and resources spent (Beta)..................... 75 xi xii List of Tables 2.1 HTML Game Frameworks comparison............................. 19 A.1 Orghz Units and Tower attributes................................ 90 A.2 Human Units and Tower attributes............................... 90 A.3 Monster attributes.......................................
Recommended publications
  • Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
    Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players.
    [Show full text]
  • Towards Procedural Map and Character Generation for the MOBA Game Genre
    Ingeniería y Ciencia ISSN:1794-9165 | ISSN-e: 2256-4314 ing. cienc., vol. 11, no. 22, pp. 95–119, julio-diciembre. 2015. http://www.eafit.edu.co/ingciencia This article is licensed under a Creative Commons Attribution 4.0 by Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo1 and Esmitt Ramírez2 Received: 15-12-2014 | Accepted: 13-03-2015 | Online: 31-07-2015 MSC:68U05 | PACS:89.20.Ff doi:10.17230/ingciencia.11.22.5 Abstract In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. Key words: procedural content generation; multiplayer on-line battle aren; video game; balanced game 1 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. 2 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. Universidad EAFIT 95j Towards Procedural Map and Character Generation for the MOBA Genre Game Generación procedimental de mapas y personajes para un juego del género MOBA Resumen En este artículo, presentamos un enfoque empleando algoritmos procedu- rales en la creación de mapas y adaptación dinámica de personajes en un videojuego MOBA, preservando el aspecto de balance para los jugadores.
    [Show full text]
  • Non-Serious Serious Games
    Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al.
    [Show full text]
  • Nordic Game Is a Great Way to Do This
    2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique.
    [Show full text]
  • Need for Presence and Other Motivations for Video Game Play Across Genres
    Need for Presence and Other Motivations for Video Game Play across Genres By Paul Skalski1, Francis Dalisay1, Matthew Kushin2, and Yung-I Liu1 1 School of Communication, Cleveland State University 2 Department of Communication, Shepherd Univesrity. {[email protected], [email protected], [email protected], [email protected]} Abstract to game use across multiple genres and platforms, This study extends work on player types as including MMOs and other popular forms of gaming. motivations for video game play in two primary ways. First, it draws from the presence literature and considers 2. Literature Review how a person’s “need for presence” relates to established player types. Second, it expands the predictive utility of 2.1. The Specific Popularity of Video Games player type research and explores how motivations for play relate to game use across multiple genres and Most published video game research to date has platforms, including MMOs and other popular forms of reported general sales figures or general usage data in the gaming. It accomplishes these goals by reporting the introduction (e.g., Skalski, Tamborini, Shelton, Buncher, results of an online survey of gamers (N = 253). Results & Lindmark, 2011), seemingly to justify video games as a suggest that player motivations do relate to specific game subject of scientific inquiry. This common practice may use and are discussed in light of the video game and be necessary given the perception by some that games are presence literatures.. trivial, but an unfortunate consequence is that it neglects the comple ity o the “ ideo ame se” constr ct People Keywords--- Keyword 1, keyword 2 are not only spending many hours consuming video games, but they are spending long hours consuming specific forms of video games.
    [Show full text]
  • Strategy Games Big Huge Games • Bruce C
    04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together.
    [Show full text]
  • Regulating Violence in Video Games: Virtually Everything
    Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United
    [Show full text]
  • Performance and Architecture Optimization in an HTML5-Based Web Game
    Linköping University | Department of Computer science Master Thesis | Computer Science Spring term 2016 | LiTH-IDA/ERASMUS-A–16/001—SE Performance and architecture optimization in an HTML5-based web game Corentin Bras Tutor, Aseel Berglund Examinator, Henrik Eriksson Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Corentin Bras Abstract Web applications are becoming more and more complex and bigger and bigger. In the case of a web game, it can be as big as a software. As well, as these applications are run indirectly through a web browser they need to be quite well optimized. For these reasons, performance and architecture are becoming a crucial point in web development.
    [Show full text]
  • Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft
    Brigham Young University BYU ScholarsArchive Theses and Dissertations 2019-11-01 Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft Alisha Banskota Brigham Young University Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Physical Sciences and Mathematics Commons BYU ScholarsArchive Citation Banskota, Alisha, "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft" (2019). Theses and Dissertations. 7734. https://scholarsarchive.byu.edu/etd/7734 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Science Yiu-Kai Dennis Ng, Chair Seth Holladay Daniel Zappala Department of Computer Science Brigham Young University Copyright c 2019 Alisha Banskota All Rights Reserved ABSTRACT Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota Department of Computer Science, BYU Master of Science Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period.
    [Show full text]
  • USS Inferno Celebrates 5 Years in STARFLEET
    STARFLEET Communiqué Issue Number 152, April/May, 2009 A newsletter publication provided for members of STARFLEET, The International Star Trek Fan Association, Inc. table of contents Carolyn “CZ” Zimdahl (March 1, 1958 - March 29, 2009) STARFLEET Communiqué Eulogies, Tributes, and Memories from numerous STARFLEET friends 3 Number 152 Report from the Commander, STARFLEET by FADM Sal Lizard 5 Report from the Vice-Commander, STARFLEET by VADM Dave Blaser 6 Publisher: Jonathan Lane Communications Report by COMM Jon Lane 7 Editor-in-Chief: Prasith Kim-Aun, DMD Operations Report by RADM Jerry Tien 9 Content Editor: Dennis Rayburn Computer Operations Report by COMM John Halliday 10 Layout: Prasith Kim-Aun, DMD Report from the Chief Financial Officer by COMM Michael Stein 11 Front Cover Layout and Photos: Jon Lane Shakedown Operations Report by RADM Warren Price 12 Proof Readers: Jon Lane and Alex Rosenzweig Academy News by ADM Peg Pellerin 13 Ask “Deep Trek” - #004 by COMM George Flanik 14 ECAB Report by VADM Dave Blaser 15 Published by: Newsletter Contest - Announcement and Rules by MGN Dennis Rayburn 16 STARFLEET, USS Niagara Celebrates 6 Years in STARFLEET by LT Jeffrey Scott Triz 17 The International Star Trek Fan Association, Inc. PO Box 291 Donations Needed by CAPT Reed Livingston Bates 17 North Hampton, NH 03862 The Origin of the Term “Ship of the Line” by CMDR George Flanik 18 USS Republic: St. Patrick’s Parade and Fundraising by CAPT Eric L. Watts 18 Send submissions via e-mail to STARFLEET Quartermaster - Stuff for Sale by ADM Pete Mohney 19 [email protected] Flag Officer Promotions by ADM Linda Kloempken 19 ...or any written papers to the address above.
    [Show full text]
  • Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
    Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ...........................................................................................................................
    [Show full text]
  • Java Game Developer Interview Questions and Answers Guide
    Java Game Developer Interview Questions And Answers Guide. Global Guideline. https://www.globalguideline.com/ Java Game Developer Interview Questions And Answers Global Guideline . COM Java Game Developer Job Interview Preparation Guide. Question # 1 What is the 'Platform independence 'properties of java? Answer:- The very essence of the platform independence of Java lies in the way the code is stored, parsed and compiled - bytecode. Since these bytecodes run on any system irrespective of the underlying operating system, Java truly is a platform-independent programming language. Read More Answers. Question # 2 Tell us what will you bring to the team? Answer:- I will bring a large amount of support to the team, I endeavour to make sure my team reaches the goal they so desperately need. I feel that adding me to the team will bring our performance up a notch. Read More Answers. Question # 3 Tell us is Game Development Subcontracted? Answer:- I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. Read More Answers. Question # 4 Tell me is There A Portal Dedicated To Html5 Games? Answer:- Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal.
    [Show full text]