Game Development Reference
In-Depth Information
Figure 5. Electronic Boardroom Computer Game Composition
Architectural Overview
These three elements form the basis of the
technical architecture within which FEPs interact
and collaborate. Each of the three software systems
that combine to form a collaborative computer
game must apply the principles of the layered
collaborative architecture.
The layered architectural approach is applied
to each of the main structures of the TeamMATE ©
system including the computer game “world” and
the human and artificial being interfaces
The game is decomposed into the primary soft-
ware systems required to create a collaborative
computer game. Each of these parts embodies the
layered architecture elements in different ways
depending on their function within the collabora-
tive educational/training game.
The Electronic Boardroom is designed to
embody a layered architecture for collaborative
computer games which facilitates the interaction
and cooperation between FEPs. The collabora-
tive computer game system is divided into three
distinct parts (Figure 5):
Human Being Interface
The Human Being Interface (HBI) facilitates the
interaction between human and all other beings
situated within the collaborative computer game.
It provides a Social Ability mechanism as well as
a well-defined interface to permit interaction and
cooperation within the bounds of the collaborative
computer game (Figure 6).
Bringing all these elements together is a cen-
tral “core” infrastructure of the HBI. This man-
ages the communication, user interface processing
1. An interfacing system that allows human
beings to join (become situated in) and
engage others within the computer game;
2. An interfacing system that allows virtual
partners to do likewise and;
3. The game play environment which manages
the “world” within which the partners are
situated.
Figure 6. Human Being Interface structure
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