Massively Multiplayer Hybrid Strategy Game
Task: To suggest edits on the outline of the google document then move from there
Hybrid game in the sense that this game can be both played in offline mode as well as online mode. In game data for offline mode is saved in the device itself using cryptographic recorder and decoders. When ever user have access to data he can sync the offline world with the online world. During sync server check for the integrity and the genuinity of the offline data and updates its database as required. Objects whether it be static or dynamic can be transferred between the offline and the online world just like in the matrix game. The maximum amount of resource that can be mined from the offline mode is limited and is unity. No Dynamic objects like population can be made inside the offline world. But still you may produce static objects from the offline world. As anti-forgery methods some calculations are done before accepting the data from the offline world. Resource are the basic building block of the game. UID stands for Unique ID which is uniques for all population and dynamic objects in the game. Server assigns the UID for all the dynamic objects.
Resource limit is the maximum amount of resource that can be extracted from the offline world in a given amount of time , this limit is unity ( Same for all players ). In online world the amount of resource extractible from places vary according to the geography and location. The offline world have a fixed size and the number of mining centers it can accommodate is limited. Size needed for each mining center is fixed and is same, The shape, color and other attributes may change but the land utilized by the factory remains the same for all ( Only apply to mining fields ) . Mining fields are the place from where the basic resources are extracted from earth for research and development. Standard time is how much KG of resource produced every 1 hour.
Abundant resources ( basic resources ) (1 Kg to 3 Kg )
Resource 1 : Iron Resource 2 : Gold Resource 3 : Oil
Resource 4 : Mica Resource 5 : Silicon Resource 6 : Diamond
Needy resources ( Advanced Military and Defence structures ) ( 0.25 Kg to 0.75 KG )
Resource 7: Chromium Resource 8 : Uranium Resource 9 : Plutonium
Resource 10 : Platinum
Rare resources ( Highly Advanced civilization ) ( 0.001 Kg to 0.005 KG )
Resource 11 : Actinium Resource 12 : Neptunium Resource 13 : Americium
Resource 14 : Californium Resource 15 : Fermium
Above Given resource extraction rate is for offline map only. In online map this can vary. For example in Indian subcontinent it may be 0.004 Kg or Americium per hour, but in america at a certain location it may be 0.25 Kg per hour. So keep exploring and digging. In contrary Mining field can be updated but their extraction rate remains the same, However the facilities they offer may change. Extraction rate depends upon the location a mining field is placed at which.
Res_ User The data on the current resource count from the user
Res_ Server The resource count of the previously saved entry in server
Diff Res_ Difference in resource count in time ( Time )
Res_ Limit Maximum amount of resource that can be generated in offline mode.
Max Fact Maximum number of factory that can be accommodated in an offline map
Res_ N.Fact Number of factory producing the resource Res_
Server: access - offline world saved data for player 1
Server: request UIDs of populations
Client: send UIDs of populations
Server: compare ( server UIDs == client UIDs ) ? yes proceed, no terminate
Server: request resource count generated
Client: send current resource count as -> Res1 User , Res2 User , …………….Res15 User
Run check function 1 : ( For all Res1 to Res15 )
Max Res_ = Res_ Server + ( Res_ Limit * Time )
Check if ( Max Res_ >= Res_ User ) ? Yes proceed, No terminate
Concept and Derivation :
Res1 Server Res2 Server Res3 Server |
| Diff Res_ | Diff Res_ | Diff Res_ Time
Res1 User Res2 User Res3 User |
Res_ N.Fact * Time * Res_ Limit = Diff Res_
So Res_ N.Fact = Diff Res_ / ( Time * Res_ Limit ) _______________________________________________________________________________________________
Run check function 2 : ( For all Res1N.Fact to Res15N.Fact)
Check ( Max Fact >= sum ( Res1N.Fact to Res15N.Fact ) ? Yes proceed, No exit
Even after this check, periodically the game surveillance team will have routine check on the players and the integrity and genuinity of the data they provide. If a player is found for foul play, they shall be terminated or suspended for a certain time.
Everything with which a player can interact with are objects in the game. Objects are classified into three as Dynamic, Semi-Dynamic and Static . Objects which are static won’t move around the map, thus the collision boundaries of the object won’t change. But in case of dynamic objects their boundaries will change and values are dynamically processed and updated. In case of Semi-Dynamic objects they consist of a static object in which a dynamic object is attached to like radar or SAM installations. Their collision boundaries won’t change, but the dynamic objects mounded on them will have a permanent animation or a periodic animation according to its implementation. Properties and parameters associated with every object is given. These parameters are subjected to change in accordance with developers convenience.
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