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Online Game Application

This document outlines the development of an online multiplayer game application. It discusses establishing real-time server communication, creating and joining rooms, and developing scoreboards and ranking systems. It also covers requirements, design diagrams, implementation, and testing of the application.

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jameskharel46
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0% found this document useful (0 votes)
16 views

Online Game Application

This document outlines the development of an online multiplayer game application. It discusses establishing real-time server communication, creating and joining rooms, and developing scoreboards and ranking systems. It also covers requirements, design diagrams, implementation, and testing of the application.

Uploaded by

jameskharel46
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 20

Online Game Application

By Sudarsan Kaphle,
Ujjwal kharel

1
Introduction
• Involving or intended for more than one player can play in the same
game environment at the same time.
• Players are Connected to a game server over the internet, data
packets travel between the player`s device(client) and the server.
• 3D games is rapidly growing up by replacing the 2D games with
stunning graphics, realistic physics and engaging gameplay with
traditional and additional character, features were added.
• Players can take their role of character against virtual combat and acts
in game with different types of weapon and gun by increasing the
score.
2
Problem Statement
• Different client game object must be control by them.
• Creating multiplayer first-person games is smooth and responsive
player movement and interactions.

3
Objectives
• To establish real-time server communication using Photon.
• To develop create or join room system.
• To develop scoreboard system which player can see kill and death of a
player
• To develop ranking system of a player.
• To develop level up system of a player.

4
Scope and Limitation
Scope
• Develop a user-friendly online multiplayer game application.
• Implementing user registration and login functionalities.
• Storing user data, such as profiles and game progress.
Limitation
• The game will support a limited number of game modes and features.
• The project's focus is on functionality and may not prioritize complex
graphics or design.
• In ranking mode, only the limited person can challenge each other in
one game room.
5
Requirement Analysis
Functional Requirement

Figure 3.1: Use Case Diagram of user


6
• Functional requirements are system’s features that the system must
implement to enable users to achieve their goals.
• Use case diagram is used in system analysis to identify, clarify and
organize system requirements.
• In our built up system , use case diagram of user is associated and the
player’s or client can register/login to the system(Gaming Application)
1) Client can connect to the server(PUN)
2) Client can create or join the lobby

7
Non-Functional Requirement
• Performance: The system should be able to handle a large amount
of data and process it efficiently.
• Security: The system should be highly secure to ensure that
sensitive information is protected from unauthorized access.
• Usability: The system should be user-friendly, and the interface
should be intuitive and easy to use.
• Accessibility: The system should be accessible to all users,
regardless of their location or device.
• Maintainability: The system should be easy to maintain, and
updates should be easy to install.

8
Feasibility Analysis
• Technical Feasibility: All the tools and technologies required to construct this
project is easily available. Unity, Photon, Playfab are tools and game engine
to develop game application.
• Operational Feasibility: It’s measure the how well a proper system solves the
problem and take advantage of the opportunities identified during scope also
examines the practicality of running and maintaining the game application.
• Economic Feasibility: In this system development process, the technology
used to store player data from the development tools, the server and
development tools are free

9
• Schedule Feasibility

Fig. 3.2: Gantt Chart for overall project

10
System Flow Chart

Fig: 3.3: System Flow Chart of Online Game Application


11
Class Diagram

12
Fig: 3.5: Class Diagram of Online Game Application 13
Object Modeling Diagram

14
Fig: 3.6: object modelling Diagram of the system
Sequence Diagram

Fig: 3.7: Sequence Diagram of online game application


15
Data Schema Diagram

Fig 3.8: Data Schema Diagram of online game application


16
Working Mechanism of Algorithms.
Step1. Initialization:
• Initialize your Unity project with the Photon PUN package.
• Create a script or component to handle room management.
Step2. Connect To Photon:
• Connect to the Photon server using Photon Network. Connect Using Settings ().
Step3. Create Room:
• Allow a player to create a room and specify its properties, such as room name
and maximum players.
• Use Photon Network. Create Room () to create the room on the server.
Step4. Join a Room:
• Enable players to browse and join existing rooms.
• Use Photon Network. Join Room () to join a specific room by its name. 17
Step5. On Room Creation:
• Implement logic to handle what happens when a room is successfully created.
Step6. On Room Join:
• Check if the current player is the master client (the player who created the room).
• If the player is the master client, load the game scene using Photon. Network. Load
Level ()
Step7. Handle Player Leaving and Not Used Room:
• Implement the callback for when a player leaves the room using On Player Left Room ().
• Check if the master client left the room then destroy the room using Photon Network.
Destroy Room ().
• If any room there is no master client then destroy room.
Step8: Game Scene Transition:
• When the master client loads the game scene, transition the players to the actual
gameplay scene.

18
Implementation and System Testing
• After all the phase have been completely works , the system has been
implemented to the server and the system has used.
• For online Game Application, testing is done by testing unit and it`s
modules. Various sets of tests were run to perform unit and system
testing.
Unit Testing
System Testing

19
Conclusion AND FUTURE
RECOMMENDATION
Conclusion
• All the system working properly in a ranking system, create and
joining room level up, scoreboard and real time communication are
working properly.
Future Recommendation
• New gaming mode and more number of player can join or challenge
room and also graphic design can be added.
• Additional gameplay features, improved match making, player data
management and Inventory system for player purchase items can be
include.
20

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