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Initial.Reality": A Location-Aware Roleplaying Game

"Initial.Reality" is a location-aware roleplaying game where players can bring computer games into the real world. The game runs on iPaqs and uses Bluetooth to detect remote copies of the game and exchange data. It utilizes location awareness to trigger events, such as generating monsters or finding items, when players are in specific locations. This project aims to bridge the gap between virtual and physical gaming experiences.

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Initial.Reality": A Location-Aware Roleplaying Game

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  1. “Initial Reality” (location aware roleplaying game) Tian Li & Nate Hansen

  2. Overview • Review of underlying concepts • Related work • Demonstration • Project architecture • Game architecture • Implementation (how its going) • Evaluation • Future work

  3. Review of basic project concept • Description of the application • Passive game running on iPaqs • Can detect remote copies of same game running, and communicate via Bluetooth • Exchange state between iPaqs such as your Character’s health points or attack points • Uses Location Awareness to trigger events • If within range of some pre-programmed location, generate a monster or pick up an item • Bring computer games into real world

  4. Review of basic project concept • What related work have you found? • Toothing • Anonymous Bluetooth on cell phone • British phenomenon • Can You See Me Now? • is a game that happens simultaneously online and on the streets • Tracked by satellites • collaboration between Blast Theory and the Mixed Reality Lab, University of Nottingham • Pacmanhattan • Washington Square Park

  5. Demonstration • What will the demo be like? • Game running in real time • Play a log of a days worth of gaming • Prospective user • Carry ipaq with game running all day • Periodically checks status (on bus, between classes) • Possibly has to go somewhere to update health • Change player equipment/strategy • How does it compare to your original scenario • Main game scenario is the same as origial • No scavenger hunt

  6. Top Level Architecture

  7. Description of Public Classes • Main.java Runs the main game loop and global variables such as current location, waits for events from Bluetooth, and access information from other classes • Location.java Gets absolute coordinates from PlaceLab package and translate that into meaningful location with respect to our game • Events.java A database of precompiled events that will be triggered either via entering a key location or due to a timer. One example is walking on top of a healing point and triggering an event which heals your character.

  8. Player.java holds information about the player, this may be exchanged with another player depending on privacy settings • Character.java holds information about your pet such as health points, equipment, and battle strategies

  9. PLACELAB Events.java Location.java Character.java Main.java Player.java Bluetooth.java BLUETOOTH

  10. Implementation • What is done? • All parts of game code • Integration of placelab • What isn’t? • P2P Bluetooth communication • What issues remain? • Windows CE does not come with any API for Bluetooth communication • Alternative is to use serial (Herald)

  11. our bluetooth/java problem

  12. Evaluation • How well does it work? • It is functional but there are missing component • What metrics are you using? • Is the game fun? • Reliable. Does it crash and loose your player info? • Usability. How much time is wasted navigating the gaming interface? • What conclusions can you draw? • The game has potential to be commercially marketable

  13. Future Work • What is there left to be done that won’t happen this quarter? • Better GUI • What are some directions in which to take the project and why? • Even better GUI • Team play • Variety of games based on the Bluetooth/placelab architecture, that run on dedicated hardware

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