TerpGames

 

by Richie Cresswell (rjc@wam.umd.edu)

and Dan Goldstein (dlg@wam.umd.edu)

April 30th, 2002

 

 

Abstract

 

The main lobby of the soon-to-be completed Computer Science Instructional Center (CSIC) will contain two big-screen TVs.  Possible creative and informative uses for these TVs have been open to some debate.  We propose that one use for them would be a two-player gaming system.  While displays of factual information – such as class schedules or current events – could be useful, competitive games would capture the interest of students and create an environment that would bring the department’s community together.  We have designed a system called TerpGames that connects the two computers to play  a game and could be modified to allow more games in the future. We intend to include designs for three games to get the system started.  As of this time we have designed one game, Terrapin Takeover.

 

 

Credits

 

Terrapin Takeover by Richie Cresswell

TerpGames front end by Dan Goldstein

Survey conducted by Richie Cresswell

Written Material by Richie Cresswell and Dan Goldstein

 

 

Introduction

 

The main lobby of the soon-to-be completed Computer Science Instructional Center (CSIC) will contain two big-screen TVs.  Possible creative and informative uses for these TVs have been open to some debate.  We propose that one use for them would be a two-player gaming system.  While displays of factual information – such as class schedules or current events –could be useful, competitive games would capture the interest of students and create an environment that would bring the department’s community together.

 

Our project goal is to provide an interface for launching multi-player games that will be easily accessible to anyone walking through the lobby: students, teachers, and visitors.  The interface must be easy to use and allow players to get into a game quickly.  It should be both Maryland-and computer-science-themed.  The multi-player interface will support “plug-ins;” i.e., the system will be modular enough that new games can be coded and added to the system at any time, as long as they use the defined interface parameters.

 

The games themselves will all have a Maryland or Computer Science theme.  All games will keep their own high score lists and provide users with detailed instructions for playing.  We intend to include designs for three games to get the system started.  As of this time we have designed one game.

 

“Terrapin Takeover” will be a turn-based “virtual board” game in which a player can control either the black turtles or the red turtles.  The rules are simple: during his or her turn, a player can either create a new turtle next to any existing turtle or have any turtle jump two spaces on the map.  Any of the opposing team’s turtles that are touching a turtle that you have just created or moved will be turned to your side.  The first player to take every Terrapin on the board wins the game.

 

There are four main categories of target users:

 

·        Students Students will be the main users of the system.  A student will be able to logon to the system with a user ID and a password (possibly their SID or WAM account). Students will most likely prefer faster-paced games and games where they can match their wits with others.

 

·        Teachers Teachers will be provided with special IDs and passwords.  They can challenge their own students to games such as trivia sessions that review materials from class.

 

·        Visitors Visitors will be able to logon by selecting a “guest” option.  They can play all the games but will not have their high scores recorded.

 

·        System Administrators Administrators will be able to add and remove games and maintain the high score lists.  In addition, system administrators may ban certain student accounts from using the system if trouble arises.

 

The system will most likely be used by people walking into the building, waiting for classes to start, or looking for some recreation in their spare time.  Furthermore, there likely will be a relatively high volume of traffic in and out in the lobby area where the TVs are located.  These circumstances require that the games be accessible in as short an amount a time as possible.  Ideally the system will allow for a high turnover of users, so that as many people as possible are given a chance to play.

No special keystrokes or complicated controls can be used as we want this system to be open to first-time users and complete novices.  Ideally, trivia games will also be developed to help students study for exams.

 

The major tasks this program will need to perform can be divided into the following general categories:

 

·        Administrative: This covers various system maintenance tasks which may be performed, such as establishing and modifying user accounts, setting up and reconfiguring available games, and so forth.  Access to such functions will be limited, of course; general users will only have control over their own account settings, while only system administrators will have access to all administrative functions.

 

·        Game Setup / Matchmaking: This covers the pre-game configuration steps necessary before an actual game is played.  This includes selecting a suitable game, choosing an opponent, setting any game-play options (where applicable), and so forth.

 

·        Game-play: The actual games will have their own interface, of course, for inputting commands and obtaining help, where appropriate.

 

Here are some concrete task examples for the TerpGames multiplayer interface:

 

Example 1: Mrs. Jones, the system administrator, decides to replace the game “Doom 2” with “Cuckoo for C++.”  She logs into the system with her administrative account name and password.  As an administrator, she is given the option to add or remove games.  Once in the add/remove games menu, she presses the remove button and chooses “Doom 2.”  She then presses the add button, types in the path to “Cuckoo for C++,” keys in the name of the game that will be seen by users, and assigns it to the spot vacated by “Doom 2.”  Mrs. Jones logs out.

 

Example 2: John logs into the system using his assigned user ID and password.  He is the first one logged into the system, so he is the server user.  He chooses to start a game of “Terrapin Takeover.”  John must now wait for a client user to join his game.

 

Example 3: Anna logs into the system using the Guest option, since she is a visitor to campus and does not have her own user ID.  John has already started a game of “Terrapin Takeover,” so Anna is the client user and is automatically placed into the game.

 

Here are a couple of simple examples of the game interface for “Terrapin Takeover” in action, to give one a general idea as to how the system will function:

 

Example 1: John and Anna are playing a game. John moves first and moves his turtle over one space. His turtle replicates and now John has two turtles. Anna then moves her turtle two spaces. Her turtle does not replicate so she still has only one turtle. On John's turn five rounds later, John moves his turtle one space next to one of Anna's turtles. Anna's turtle get converted over to John's team. On Anna's turn, she moves a turtle next to three of John's turtles. All three of these turtles change to Anna's team. After several rounds, every space on the board is filled and John has more turtles than Anna. John is declared the winner and adds his name to the high score list.

 

Example 2: Bob and Carl begin playing a game. Carl has 10 minutes before his next class but Bob is taking a long time for each move. Eight minutes later, the game is not over and Carl has to go to class. There are two ways this could be resolved. Carl could hit the "quit" button and forfeit the game to Bob. Carl could also just walk away and let someone else finish his game. However, the win or loss still goes on Carl's record.

 

There are many precedents that have been set forth for game design and for TerpGames multiplayer interface design.  Here is a list of some of the past work that we drew upon in our design (all references are listed at the end of this document; please visit the web pages for further information):

 

·        Pedersen's Principles on Game Design and Production – Pedersen provided valuable insight on how a team should tackle a game design project.  Most game projects fail because the design team members do not properly define their roles or set limits for themselves.

 

·        Board Game Design – Terrapin Takeover is essentially a glorified board game.  We wished to study the aspects that make a board game fun.  To do this, you must break down the game into its atomic elements, and analyze the pieces, patterns, paths, probabilities, prizes, and principles.  There should be multiple ways to move and there must be multiple strategies that can be employed to play the game, some riskier than others.

 

·        Educational Game Design – Since this system is to be used within a University setting, we studied several topics in educational game design.  Although we did not complete an educational game for the initial prototype, we learned valuable pointers that we can use in future games like Terrapin Trivia.  It is important to mix the fun and educational factors in such a way that users may not even realize that they are learning.

 

·        Multiplayer Interface Design – In addition to reading several papers on the topic, we studied many multiplayer systems that are already in use, such as Blizzard’s battle.net.  The most important factor here was simplicity.

 

·        Real World Examples – We wanted to see how people played multiplayer games in a close area, as opposed to over the Internet, since the computer science building kiosks will be located within sight of one another.  For instance, the Wizards of the Coast stores have set up successful multiplayer games on a private network in a public environment.  Another example we looked at was the gaming system used in many bars, which had many parallels to our system, since many different games could be played multiplayer on one system.

 

 

Design Overview

 

There are two parts to the system, the front end and the games.  The front end is a program written in Visual Basic that handles logging in, connecting the two computers, choosing a game and the administrative tasks.  It can carry up to fifteen games.  Each game is a seperate program that is run externally from the front end.  It must be able to input players that have logged in.  The first and only game included with the system is called Terrapin Take over and will be explained.

 

 

Multiplayer Interface Task-Centered Walkthrough

 

Logging In - At the “login screen” you are given three choices.

 

1)   Log in.  There are two ways to allow users to login.  Our first choice is to email everyone with a WAM or GLUE account his or her own randomly generated password.  They may login normally by entering their WAM or GLUE ID and the password that we email them.  Administrators and professors will be given special logins and passwords.  Alternately, if the technology is available we will give access through a card-reader, in which students and professors can use their campus ID cards.

 

2)   Quit.  After confirming that the user wishes to quit, this will close the multiplayer interface.

 

3)      Login as a guest.  The university might want only students and faculty to be able play the games but the system is prepared to handle either decision.

 

 

 

Login Screen Design

 

 

 

Login Screen Design with Sample Input

 

 

Connecting

 

            There are two computers, and all games will be designed for two players.  The first user that logs in (on either computer) is the “server user.”  When the second user logs in, his or her computer will detect that the other computer is the server and the second user will be the “client user.”  If the client user logs in before the server user chooses a game, a screen instructing the client to wait for the game selection will be shown.  If the server user chooses a game before the client logs in, the server will be shown a screen telling him or her to wait for another player to log in.  Both of these wait screens offer a “logout” button to logout from the system.  In addition, the server wait dialog includes a choice to quit back to the games selection menu.

 

The following screens are the two "please wait" screens that the users will see.

 

 

 

Client Waiting for Server to Choose Game

 

 

 

Server Waiting for Client to Connect After Game is Chosen

 

 

Choosing a Game

 

            The “choose game” screen offers a list of games with a short description of each.  This screen is only available to the server user.  Each game represented by a button that when pressed will directly bring the user to the game.  This approach has been shown to be more efficient because the buttons are big enough to avoid errors.  The server user can always press the “logout” button to cancel game selection and logout.

            Additionally, administrators are given the option to go to the “Add/Remove Games” screen from here.

 

 

 

Server Choose Game Screen Design

 

 

Adding/Removing a Game

 

            Only administrators may access the “Add/Remove Games” screen.  A single game can be changed or removed for each screen.  The change is made by selecting the game's slot, giving it a label and a command line to execute and clicking OK.  There is also a remove button to stop users from playing the game and a cancel button.

 

 

 

Server Add/Remove Game Dialog Design

 

 

Terrapin Takeover Task-Centered Walkthrough

 

 

Starting the Game

 

            The first screen shown is the loading screen.  Terrapin Takeover is a Java applet and certain things such as graphics take a little while to send from the web server to the game computers.  There is a progress bar to show users how much has been loaded so far.

 

 

 

Terrain Takeover Loading Screen

 

 

 

Terrain Takeover Rules Screen

 

 

Playing the Game

 

When it is his or her turn, a player may move a turtle either one space or two.  If moving one space, a duplicate turtle splits off from the moving turtle and stays in the space you just left.  If moving two spaces at once, no turtle is left behind.  Whenever you land adjacent to any opposing turtle or turtles, their color changes and they become your turtles.  To move a turtle, you simply touch the turtle you wish to move then touch the spot to which you would like to move it.  Alternatively, if a mouse is available you may click instead of touching.

There are two buttons on the bottom left of the window.  The speaker turns on or off the sound; there is an X over the speaker if sound is off.  The question mark gives the player help by showing the rules screen.  Either player may end the game at any time by closing the web browser.

 

 

 

Terrapin Takeover Game Started Screen

 

 

 

Terrapin Takeover Mid-Game Screen

 

 

Winning the Game    

 

The game is over when a player has no legal moves on his or her turn or all of one player’s turtles have been eliminated.  When either of these events occurs, the number of turtles is tallied up for both players.  The player with the most terrapins left on the board wins!

 

 

High Score Dialog

 

            The high score dialog informs the player of their final score and asks if they would like to be placed on the high score list.  This is a yes/no dialog - they do not have to choose a name as they will be identified by their system ID.

 

 

 

Terrapin Takeover “You Win!” / High Score Screen

 

 

High Score Screen

 

            The high score screen displays the high scores and has a “quit” option.  This will bring the players back to the multiplayer interface, where they can play again or select a new game if they choose.

 

 

 

Terrapin Takeover High Score Screen

 

 

Development Process

 

            Before we started production, we created several low-fidelity prototype screenshots to ensure that we shared the same vision of our final product:

 

Login Screen Design

 

Login Screen Design with Sample Input

Client Waiting for Server to Choose Game

 

Server Waiting for Client to Connect After Game is Chosen

Server Choose Game Screen Design 1

 

Server Choose Game Screen Design 2

Server Add/Remove Game Dialog Design

 

Server Add/Remove Game Dialog Design with Add Dialog Box

Terrapin Takeover Initial Screen

 

Terrapin Takeover Mid-Game Screen

Terrapin Takeover High Score Dialog

 

Terrapin Takeover High Score Screen

 

 

            After completing and agreeing upon our low-fidelity design prototypes, we began work on our high-fidelity working test prototype.  Dan focused on the TerpGames multiplayer interface, which was created in Visual Basic, while Richie developed Terrapin Takeover in Java.  After completion and integration of the products we designed a usability test that consisted of a pre-test questionnaire, a list of user tasks, and a post-test questionnare.  Here is the usability test as it was delivered to the users:

 

 

Pre-Test Questionnaire

 

Experience

Please rate the following from 1 to 5, where 1 is “I Do Not Agree at All” and 5 is “I Agree Completely,” by circling your answer:

                                                            Disagree                                       Agree

1) I am an experienced computer user                     1          2          3          4          5

2) I have used a touch screen before                       1          2          3          4          5

3) I have used a touch screen in games                    1          2          3          4          5

4) I often play computer games                               1          2          3          4          5

5) I have played multiplayer games              1          2          3          4          5

6) I have played games over the Internet                 1          2          3          4          5

7) I have experience as a system admin                   1          2          3          4          5

 

Personal Information

 

Name:

_____________________________

 

Age:

_____________________________

 

Location:

_____________________________

 

Your Affiliation with the University of Maryland (if a student, please list your major):

__________________________________________________________________________________________________________________________________________

 

Please briefly describe your current computer use:

__________________________________________________________________________________________________________________________________________

_____________________________________________________________________

 

 

Task Lists

 

            Note that there are separate task lists for system administrators and regular users.  While regular users should not necessarily be given the system administrator tasks, the system administrator may take the usability test for regular users.  The regular users are to go through both task lists (Test 1 and Test 2), each on a different computer.

 

System Admin

1) Log in to the system using the user ID “admin” and the password “hQ4z%k”

2) Remove the game “Terrapin Takeover”

3) Add the game “Terrapin Trivia” located at “C:\TERPGAMES\TRIVIA”

4) Logoff the system

 

Regular User

Test 1

1) Log in to the system using the user ID “Student1” and the password “Stereo412”

2) Another player has not logged in yet.  This means that you are the server user and you must set up the game.  Select the game “Terrapin Takeover”

3) You will now proceed to Test Station 2, where you will play as the client user.

 

Test 2

1) Log in to the system using the user ID “Student2” and the password “GreyWolf”

2) You will notice that a game of Terrapin Takeover has already started – you are the connecting client

4) After the server player moves, move one of your turtles one space, causing the turtle to “split”

5) After the server player moves again, move one of your turtles two spaces, causing the turtle to “jump”

6) At this point, the game has stopped and the board is set to a certain pattern.  Move one of your turtles so that it lands next to the opposing turtle, causing it to change to your color

7) Since all the turtles on the board are yours, you have won the game!  Enter your name on the high score list.

8) Quit the game and logout.

 

 

Post-Test Questionnaire

 

Experience

Please rate the following from 1 to 5, where 1 is “I Do Not Agree at All” and 5 is “I Agree Completely,” by circling your answer:

                                                            Disagree                                       Agree

1) I found it easy to use the interface                       1          2          3          4          5

2) I was easily able to remove a game.                    1          2          3          4          5

3) I was easily able to add a game.              1          2          3          4          5

4) I know what the difference between a
 server user and a client user is.             1          2          3          4          5

5) I understand the rules to
Terrapin Takeover.                                           1          2          3          4          5

6) I find Terrapin Takeover fun.                              1          2          3          4          5

 

Personal Information

 

Name:

_____________________________

 

Age:

_____________________________

 

Do you have any comments about the general system?

__________________________________________________________________________________________________________________________________________

 

Do you have any comments about Terrapin Takeover?

__________________________________________________________________________________________________________________________________________

 

Is there something you'd like to say but hasn't been asked?

__________________________________________________________________________________________________________________________________________

 

 

Pre-Test Questionnaire Results

 

Here are the results from these surveys, given to 6 users (denoted A through F):

 

Experience

Users rated the following from 1 to 5, where 1 is “I Do Not Agree at All” and 5 is “I Agree Completely.”   Here are the given answers and mean averages:

8) I am an experienced computer user         A: 5  B: 3  C: 3  D: 5  E: 2  F: 5  AVG: 3.83

9) I have used a touch screen before           A: 2  B: 3  C: 5  D: 5  E: 2  F: 5  AVG: 3.67

10) I have used a touch screen in games      A: 1  B: 1  C: 1  D: 1  E: 1  F: 5  AVG: 1.67

11) I often play computer games                 A: 5  B: 2  C: 4  D: 5  E: 1  F: 5  AVG: 3.67

12) I have played multiplayer games            A: 5  B: 2  C: 5  D: 3  E: 1  F: 5  AVG: 3.50

13) I have played games over the Internet   A: 5  B: 2  C: 5  D: 5  E: 1  F: 5  AVG: 3.83

14) I have experience as a system admin     A: 2  B: 1  C: 1  D: 2  E: 1  F: 5  AVG: 1.83

 

Personal Information

 

Ages:

A: 19  B: 21  C: 40  D: 50  E: 55  F: 21

 

Location:

            All tests were conducted in Bel Air, Maryland.

 

Affiliation with the University of Maryland:

            Subjects A and F were both computer science students at UMD.  No other test subjects had any direct affiliation.

 

Current computer use:

            A: Uses computer at home for gaming and school use, uses one at work for business applications.

            B: Uses computers for school and work.

            C: Uses a PC on a LAN at work and at home as a hobby.

            D: Uses a computer at home and at work.

            E: Uses a computer for basic applications at work.

            F: Professional programmer and enthusiast.

 

 

Post-Test Questionnaire Results

 

Here are the results from these surveys, given to 6 users (denoted A through F):

 

Experience

Users rated the following from 1 to 5, where 1 is “I Do Not Agree at All” and 5 is “I Agree Completely.”  Here are the given answers and mean averages:

7) I found it easy to use the interface           A: 4  B: 5  C: 3  D: 5  E: 4  F: 5  AVG: 4.33

8) I was easily able to remove a game         A: 3                   D: 2          F: 1  AVG: 2.00

9) I was easily able to add a game   A: 4                   D: 4          F: 5  AVG: 4.33

10) I know what the difference between a
 server user and a client user is  A: 5  B: 3  C: 3  D: 5  E: 2  F: 5  AVG: 3.83

11) I understand the rules to
Terrapin Takeover                                A: 5  B: 4  C: 4  D: 5  E: 3  F: 5  AVG: 4.33

12) I find Terrapin Takeover fun                 A: 3  B: 5  C: 5  D: 5  E: 4  F: 5  AVG: 4.50

 

Comments about the general system:

C: Friendly, interesting, and I want to play again.

D: Too much red.  The turtles in the game look like lady bugs.

F:  Make a “remove game” button!  There should be some indication of what team you are in the game.

 

Comments about Terrapin Takeover:

            B:  It is cute.

            C:  How do I get one?

            D:  The graphic of the turtle at the beginning was neat.

            F:  It should be a lot of fun multiplayer.

 

Additional comments:

            C:  Once I learned the nuances of the game I was intrigued.

            D:  Directions are clear.  The game was about my speed!

           

 

Server Administrator Task Results

 

Only three subjects (user A, user D, and user F) were given the server administrator usability test.  These three users had at least some server administration experience.  We did not want to overwhelm any users who were unfamiliar with such systems.  Here were the step by step results:

 

1) Log in to the system using the user ID “admin” and the password “hQ4z%k.”

            Two of the three users expressed concern that the password was displayed.  Otherwise, they had no problems logging in to the system.

 

2) Remove the game “Terrapin Takeover.”

            This was the most difficult part of the usability test for users to complete.  One of the users figured out what to do but complained about the system.  Another user immediately tried clicking on Terrapin Takeover, which started the game.  They did not realize that they had to go into the admin tools to remove the game.  The third user could not figure out that the game had to be “blanked out” until using trial and error and asked why there was not a remove button.  All three users said that the name of the game should be displayed in the admin screen, not just the game number.

 

3) Add the game “Terrapin Trivia,” located at “C:\TERPGAMES\TRIVIA\.”

            After figuring out how to delete the game in task 2, all three users had no problem adding Terrapin Trivia.

 

4) Log off the system.

            All the users had no problem logging off.  One said that the “Quit” button should say “Log Off.”

 

 

Server User Task Results

 

            Before taking the server user portion of the usability test, the difference between a server user and a client user was explained to the subjects.  They were told that first they would be setting up the server so that a client could log in.  This is essentially the same as logging in as the client, but we wanted to see if users could understand these concepts after a brief explanation.

 

1) Log in to the system using the user ID “Student1” and the password “Stereo412.”

            Almost every user was confused about what to do after typing in their name and password.  Most looked back to the task list sheet and tried to perform the next task without hitting the “Connect” button.  A few of the users hit the “Guest” button.

 

2) Another player has not logged in yet.  This means that you are the server user and you must set up the game.  Select the game “Terrapin Takeover.”

            None of the users had any problem clicking the “Terrapin Takeover” button.

 

3) You have completed the Server User Tasks.  You will now be asked to log on as a Client User and try the game!

            At this point we had the users log out and made sure that the system was back at the login screen so we could begin the next phase of the test.

 

 

Client User Task Results

 

            The subjects were told to imagine that someone else had already logged in and started the server, like they just did in the last part of the test.  Now they were to log in as the Client User and join the game in progress.

 

1) Log in to the system using the user ID “Student2” and the password “GreyWolf.”

Most users at this point were used to the system and knew to hit “Connect” this time.  However, a few still had some trouble and expressed concern over picking the correct option.

 

2) Please wait while you are connected to the game of Terrapin Takeover that is already in progress.

Since we did not have two test computers and the prototype does not support true multiplayer games, we simply started up Terrapin Takeover to simulate them joining the server.

 

3) Read the instructions and hit the start button to begin playing.

Most users read the instructions carefully.  A few simply breezed over them – these users had some trouble later and did not understand the game as well.

 

4) Notice that the server user has already made their first move.  Move your turtle one space either horizontally or vertically, causing it to “split.”

            No users had trouble with this step.

 

5) After the server player moves again, move one of your turtles two spaces, causing the turtle to “jump.”

            No users had trouble with this step.

 

6) Go ahead and play the game – you should be able to win fairly easily since the server player moves at random.

A few users had problems with the rules and interface.  One did not understand that if they clicked on an invalid destination, their turtle became deselected and needed to be selected again.  Several users did not understand what they needed to do to take enemy turtles until they accidentally moved next to one, at which point they caught on quickly.  A few asked “how do I win?” but all of the subjects eventually prevailed over the gold turtle team.  One feature that several users did not pick up quickly was the fact that you can jump over other turtles that are a space away.

 

7) If you win the game, press OK to enter your name on the high score list.

Again, there were no problems here.  The user name “Student2” was added onto the high score list.

 

 

Usability Study Notes

 

            Several aspects of the usability test were changed at the last minute due to the limitations of the prototype.  We were originally hoping to test with two computers running simultaneously, but we were unable to put together a proper test center and server.  Thus we had the computer randomly move to simulate what a real player would do.

            We were also limited because we could not experiment with actual touch screens; we had users use the keyboard and mouse.  We assume that a standard touch screen keyboard will be used throughout the ICARUS system, and that our program will use this keyboard as well.

 

 

Problems Identified

 

(Importance and Effort rated from 1 to 5)

1)      Password field should be hidden with stars.  (Importance: 5, Effort: 2)

2)      Add captions to the login buttons to make their purpose more clear.  (Importance: 4, Effort: 2)

3)      Add a caption to the “Admin” button explaining what features they can access from the admin menu.  (Importance: 3, Effort: 2)

4)      Add a “Remove” button to the admin menu.  (Importance: 5, Effort: 2)

5)      Add game names to the game number list in the admin menu.  (Importance: 5, Effort: 2)

6)      The “Quit” button should say “Log Out”.  (Importance: 5, Effort: 1)

7)      Add some items to the instructions clarifying how to win the game.  (Importance: 4, Effort: 4)

8)      Add some items to the instructions clarifying that a turtle can jump over another turtle.  (Importance: 4, Effort: 4)

9)      Indicate what team the player is on. (Importance: 5, Effort: 3)

10)  Indicate whose turn it is. (Importance: 5, Effort: 3)

11)  Add server gameplay. (Importance: 5, Effort: 5)

 

 

Usability Test Conclusion

 

            Overall, the system was received very well.  Most of the confusion was in the labeling of the buttons.  The majority of the users enjoyed the game and expressed a desire to play again.

 

 

Conclusions

 

            As of now we have implemented bare-bones versions of the TerpGames multiplayer interface and Terrapin Takeover.  Users can login as an administrator, guest, or regular user.  Once logged in they can choose which game to play or, if they are an administrator, add and remove games.  When a game of Terrapin Takeover is started, it simulates the connection and your opponent’s moves.  If you win the game, you can place your name on the high score list.

 

            There is much that needs to be done to complete the system.  As of now, there are no true network capabilities programmed in, only simulations.  Touch screen capabilities need to be incorporated.  Also, the login system is completely insecure – anyone may log in with any name and password.  Some of the buttons need to be more detailed, and a logout button needs to be provided within Terrapin Takeover.  Furthermore, a help button should be provided in the TerpGames interface and the Terrapin Takeover help system should include more details on how to win the game.

 

Finally, more games should be created and added to the system.  We hope that anyone who does future work on the TerpGames system follows the guidelines that we have set forth, making the games extremely easy to learn with full help and documentation.

 

 

Thank You

 

We'd like to thank God for creating the planet so quickly and keeping us safe and alive even when we break his Commandments.  We'd also like to thank Ben Schneiderman for his guidance.  Thanks also go to everybody who participated in the survey, Sarah Vogt, and Kimberly Hart.

 

 

References

 

 

Adams, Ernest.  http://www.iccave.com/Downloads/Masterclass_Archive/Special/ernest%20adams/Fundamental%20principles%20of%20game%20design.ppt. Fundamental Principles of Game Design. 

 

Ainsworth, Keith. http://www.google.com/search?q=cache:T6iDhmfZVLMC:retrogamer.merseyworld.com/iwatani.htm+pac-man+successful&hl=en. Pac-man designer – Toru Iwatani

 

Bar Games -- Game stations are set up in bars and people can play an assortment of games while drinking.

 

Dodge, B. J. http://edweb.sdsu.edu/courses/edtec670/BoardGameDesign1.html - First Steps in Board Game Design. 

 

Gamedev.net – General Game Design. http://www.gamedev.net/reference/list.asp?categoryid=23.

 

Kuittinen, Petri. http://www.hut.fi/~eye/videogames/arcade.html. History of Arcade Games.

 

McGrenere, Joanne Lynn. http://citeseer.nj.nec.com/mcgrenere96design.html. Design: Educational Electronic Multi-Player Games A Literature Review. 

 

Introduction to Battle.net. http://www.battle.net/intro.shtml.

 

Pederson, Roger E. http://www.gignews.com/pedersen_principles.htm. Pedersen's Principles on Game Design and Production. 

 

Shelley, Bruce. http://www.gdconf.com/archives/proceedings/2001/shelley.doc. Guidelines for Developing Successful Games. 

 

Slashdot | Designing Multiplayer Games. http://slashdot.org/askslashdot/02/02/03/212256.shtml.

 

Sloper, Tom.  http://www.gamedev.net/reference/articles/article243.asp - Tom Sloper's Format for Game Design Specifications.

 

Subanajuoy, Pol. http://www.newexpression.org/dec00/girlvideo.html. Girls play video games.

 

Wizards of the Coast Retail Stores -- Wizards of the Coast have set up

successful multiplayer games on a private network in a public environment.