| June
9, 2005
Outgoing Seniors Develop Multiplayer,
Online Videogames For Software Design Course
By Doug Ramsey
Computer science
students don’t usually draw a crowd of onlookers for their
final exam. But the nearly three dozen seniors who took CSE
125 this quarter drew a standing-room-only crowd in Peterson
Hall on June 3, as fellow students, faculty and bystanders packed
the auditorium to watch – and even play – five online
videogames created by the students from scratch.
“The course is
called software system design and implementation, but most people
call it ‘the games course,’” says Geoff Voelker,
the Computer Science and Engineering professor who teaches the
senior design course every spring. “The goal is to let
students experience the design and implementation of a large,
complex software system in large groups.”
To make the class exciting
as well as challenging, the project is a distributed, real-time,
3D, multiplayer game of each group's design. The course gave
students a chance to show off all the skills they developed
over the previous four years, with only a modicum of help from
Voelker and teaching assistants Karen Hom and Allen Ding.
“These projects
reflect the outstanding independence, initiative and problem-solving
skills of the class,” says Voelker, “You can think
of it as the culmination of the curriculum they’ve taken
in computer science and their personal achievements over the
years. It’s impressive to watch them come up with these
amazing games in just ten weeks.”
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Robin
Hood: Knights and Thieves |
Like previous years,
most of the games fell into the category of so-called ‘first-person
shooter’ games, but with a twist. “We wanted something
very dynamic, with very randomly generated levels,” says
Fred Lionetti, who worked on a Sherwood Forest-themed game,
Robin Hood: Knights and Thieves. “But we didn’t
want a modern shoot-‘em-up, so we went for something a
little older, with arrows. We even decided to have randomly
generated trees and other objects, to make the game much more
dynamic than many video games.”
The team that created
Campus Cart created a blend of first-person shooting and racing,
with all the action set on the UCSD campus near the AP&M
building, with vivid graphics of landmarks including the Sun
God sculpture. “Everybody else does shooter games, but
we didn’t want to do that, so we created a cart-racing
game,” says Andrew Song. “But then we decided it
would also be cool if we could also shoot at each other.”
Each cart represents a campus publication (UCSD Guardian, The
Koala etc.) and the object of the game is to get as many readers
as possible. Instead of shooting bullets, the player throws
newspapers at potential readers, which change color when hit.
Voelker says this year’s
games showed even more creativity than usual, in part because
most of this year’s teams included an Interdisciplinary
Computing and the Arts Major (ICAM) student. “So rather
than use existing models found on the web, the ICAM students
did their own modeling, textures, and animation,” explains
Voelker.
“Initially we
were overzealous in the type of game we wanted to make, but
it only took about a week for reality to set in,” says
Frank Varela, who designed Animal Arena with his team-mates.
“But we decided to concentrate on the fun factor. All
the graphics, the models, the sounds – everything was
done by us.”
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Superschule-Mädchen-Stadt
Deathmatch Zwei |
Upping the creativity
quotient among this year’s games: an airborne shoot-‘em-up
called Deathmatch Two (shorthand for the game’s full name:
Superschüle-Mädchen-Stadt Deathmatch Zwei). The game
features flying penguins that double as heat-seeking missiles;
guns that shoot turkeys to create a gravity vortex; three-story
tall German killer schoolgirls; and oversized red rockets called
CHMs (short for ‘comically huge missiles’).
The team that developed
Robot Wars did not have an artist on board. “Unlike other
groups we didn’t have someone who is good at graphics,
so we ‘jacked a lot of stuff from the Internet,”
admits Eddie Shen. Instead, the team put all of its efforts
into creating a multi-level shooter game with a variety of different
types of weapons for each level, including maces for hand-to-hand
combat on Level One and nuclear launch capabilities on Level
Four.
Although each videogame
is the team’s final project, CSE 125 also emphasizes the
development process itself. Over the course of ten weeks, the
groups decided on the features of their projects, specified
its requirements, created a design and implementation schedule,
implemented it, and gave their public demonstrations. “Students
are working in groups of six or seven people and that’s
an important lesson for the real world,” says Voelker.
“They solved all the problems themselves, including dealing
with a complex software environment.”
Several of this year’s
students had so much fun in the course that they would like
to be able to design videogames for a living. That’s nothing
new, says Voelker. “Around 20 percent of the students
in the class would like to get jobs in the game industry,”
he said. “The same goes for previous years, and some of
our graduates have already been working at local game companies
for two or more years.”
Media Contact: Doug
Ramsey (858) 822-5825
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