Design and Implementation of the Jomini Engine: Towards a Historical Massively Multiplayer Online Role-Playing Game

David Bond, Hans-Wolfgang Loidl*, Sandy Louchart

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This technical paper describes the design and implementation of a game engine for historical massive multiplayer online role-playing games (MMORPGs). We explore the game and system design space with a focus on historical accuracy and provide a detailed discussion of key design goals for the support of a large-scale, distributed and scalable MMORPG. The JominiEngine is a modular and extensible system architecture built on C# and integrates Riak, a non-SQL database, at the core of the persistent data store in order to facilitate scalability. “Overlord”, the first instance of the engine is set in the medieval time period and uses rigorous UML design methodology for both game and system design. In order to enhance the immersive gaming experience, a separate Unitybased client can be used to interact with the game engine.

Original languageEnglish
Title of host publicationGames and Learning Alliance
Subtitle of host publication4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers
EditorsAlessandro De Gloria, Remco Veltkamp
PublisherSpringer
Pages441-451
Number of pages11
ISBN (Electronic)9783319402161
ISBN (Print)9783319402154
DOIs
Publication statusPublished - 2016
Event4th International Conference on Games and Learning Alliance 2015 - Rome, Italy
Duration: 9 Dec 201511 Dec 2015

Publication series

NameLecture Notes in Computer Science
PublisherSpringer International Publishing
Volume9599
ISSN (Print)0302-9743

Conference

Conference4th International Conference on Games and Learning Alliance 2015
Abbreviated titleGALA 2015
Country/TerritoryItaly
CityRome
Period9/12/1511/12/15

ASJC Scopus subject areas

  • General Computer Science
  • Theoretical Computer Science

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