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1.1 Properties
Status valid
Valid since 02.09.2006
Standard Distribution Stephan Orlamünder
Frank Hofmeister
Sandra Hörnig
Markus Dietz
Stipe Bozinovic-Mador
Special Distribution
Author Torsten Wiederkehr
Reviewer Torsten Wiederkehr
1.2 History
Ver. Author Change Date
0.1 Torsten Wiederkehr Creation 26.08.2006
0.2 Torsten Wiederkehr Added Client2D and Playing the game description. 31.08.2006
1.0 Torsten Wiederkehr Adding document and rules chapter. 02.09.2006
Topic: Battle Axe Online (1st Test Iteration) – Manual Page: 3 /3
Document: \\Battleaxeserver\projects\BattleAxeOnline\Technik\TestIteration_1\Manual.doc Version: 1.0
Author(s): Torsten Wiederkehr Create date: 26.08.2006
2 Content
1 Document ................................................................................................................................2
1.1 Properties .................................................................................................................................2
1.2 History .....................................................................................................................................2
2 Content ....................................................................................................................................3
3 Introduction..............................................................................................................................5
3.1 Objectives ................................................................................................................................5
4 Components .............................................................................................................................6
4.1 GameServer .............................................................................................................................6
4.2 GameHost ................................................................................................................................6
4.3 Client2D ..................................................................................................................................6
4.3.1 Logon Mask ........................................................................................................................7
4.3.2 Lobby Mask ........................................................................................................................7
4.3.3 Game Mask .........................................................................................................................7
4.3.4 Battle Mask .........................................................................................................................7
4.3.5 Summary Mask....................................................................................................................8
4.3.6 Menu bar .............................................................................................................................8
5 Playing the game ......................................................................................................................9
5.1 Installation ...............................................................................................................................9
5.1.1 Installation of the Java Virtual Machine ...............................................................................9
5.1.2 Extraction of the game .......................................................................................................10
5.2 Execution...............................................................................................................................10
5.2.1 Running and starting the GameServer.................................................................................10
5.2.2 Running the GameHost ......................................................................................................10
5.2.3 Creating a game.................................................................................................................10
5.2.4 Running the Client2D ........................................................................................................10
5.2.5 Logon to the GameServer ..................................................................................................10
5.2.6 Join a game........................................................................................................................10
5.2.7 Start a battle.......................................................................................................................10
5.2.8 Deploy an army .................................................................................................................11
5.2.9 Move an army....................................................................................................................11
5.2.10 End a battle........................................................................................................................11
5.2.11 Exit the Client2D, GameHost and GameServer...................................................................11
6 Rules......................................................................................................................................12
6.1 Battle Axe ..............................................................................................................................12
Topic: Battle Axe Online (1st Test Iteration) – Manual Page: 4 /4
Document: \\Battleaxeserver\projects\BattleAxeOnline\Technik\TestIteration_1\Manual.doc Version: 1.0
Author(s): Torsten Wiederkehr Create date: 26.08.2006
3 Introduction
Since the start of the project Battle Axe Online in November 2004 many different components of the
game have been developed. Starting with the GameServer, GameHost and NetClient implementing
the network protocol. Via two OpenGL clients: TerrainClient and GUIClient for demonstrating the
battlefield and a GUI in 3D. Until the Client2D, which focus on implementing the rules an displaying
the battle in 2D.
Now it is time to start the first test iteration to prove some of the developed components. It was
decided to include the GameServer, GameHost and Client2D in the first test iteration, because the
three components together show most of the functionality available today. They also demonstrate the
process the end user will conduct to play the game.
The following chapters describe the three components, the rules, the process to setup and play the
game. Have fun!
3.1 Objectives
The objectives are stability and decision of next steps. The feedback will be used to determine the
stability of the three tested components. In addition it will be used to decide where to focus in the next
development phase. At the moment three possibilities exist to continue in the next development step.
1. Shooting
Implementing the shooting phase would expand the rules and the attributes used by them.
This would show how to remove casualties from the units and provide a basic real playable
game. Including this functionality would significant increase the number of persons
interested in the game.
2. OpenGL
At the moment the whole application is implemented in 2D. It would be possible to take the
existing code an display everything in 3D using OpenGL. Using this way would show the
final product used by the end user based on a stable but not playable game.
3. Hybrid
The hybrid solution would be to still use the current application in 2D, but offering an
additional 3D view in the battle state. This would avoid the effort to implement the whole
application in OpenGL, while still providing an impression who the final product will look
like.
With this objectives in mind the application is to be tested.
Topic: Battle Axe Online (1st Test Iteration) – Manual Page: 6 /6
Document: \\Battleaxeserver\projects\BattleAxeOnline\Technik\TestIteration_1\Manual.doc Version: 1.0
Author(s): Torsten Wiederkehr Create date: 26.08.2006
4 Components
The 1st Test Iteration contains three components to be tested the GameServer, GameHost and
Client2D.
Even if the three components are using the network, they will only run and work together on one
machine, because network packages created by these components are configured in that way that they
can’t cross HUBs, Routers or Switches!!!
4.1 GameServer
The GameServer works as a logon server. Each player who wants to play must successfully logon to
the GameServer to enter the game.
The GameServer stores player accounts to check the logon. At the moment player accounts are stored
in memory. The GameServer checks the logon and password, and if the account is not locked the user
is logged on. After three unsuccessful logon tries the account is locked.
One account is hard coded into the GameServer. Its logon is max and its password is max. New
accounts can be added by using the Client2D. New created accounts are lost if the GameServer is
closed, only the hard coded max/max account will always be available.
To start the GameServer press the Start server button. The register Clients displays the players which
are logged on to the GameServer, you need to press the update button to keep the register up to date.
The register Games is not supported at the moment.
To stop the GameServer press the Stop server button. Leave the GameServer by choosing File->Exit.
4.2 GameHost
The GameHost creates a game, which can be joined by players using the Client2D. The GameHost
offers the possibilities to enter a name of the game and chose a battlefield, a rule system and the
number of turns. It also shows which players have joined the game and the protocol of the game.
To create a game just press the create game button. Now the game will be available to all clients
running on the same machine. Changes to the settings can’t be done after the game is created.
To start the game press the start battle button. Even if more than two players can join the game, the
battle will only start if a least 1 player has joined and at most 2 players. After starting the battle it will
run until the number of turns are played, or the GameHost stops the game by pressing the stop battle
button.
After stopping the battle the GameHost can only be closed. A GameHost just handles one game and is
destroyed afterwards.
To leave the GameHost press the Destroy Game and exit button or chose File->Exit from the menu.
4.3 Client2D
The Client2D is the component which shows the structure of the final client delivered to the end user.
It is implemented as a state machine with each state having its one GUI. The current state of the client
is always displayed in the status line in the lower right corner. While in battle state, also the phase is
displayed next to the state. The states and its GUIs are explained next.
Topic: Battle Axe Online (1st Test Iteration) – Manual Page: 7 /7
Document: \\Battleaxeserver\projects\BattleAxeOnline\Technik\TestIteration_1\Manual.doc Version: 1.0
Author(s): Torsten Wiederkehr Create date: 26.08.2006
5.1 Installation
Battle Axe Online (BAO) is developed in Java which supports “write once run everywhere”, but BAO
is only tested on Microsoft Windows XP Service Pack 2. The following guide explains the installation
and execution based on WinXP SP2.
5.2 Execution
After the successful installation the game can be executed.
6 Rules
The game supports the rules of Warhammer Fantasy Battle 2.0 and Battle Axe 1.0.
(Now you can ask yourself why the whole document is written in English, since the rules are in
German. I’m just asking this question myself.)
6.1.1 Manöver
Ein Regiment kann ein Manöver durchführen, um seine Formation zu ändern. Folgende Manöver sind
erlaubt:
- Wechsel Kampf- in Marschformation und umgekehrt
- Schwenk
- Umgruppieren
- Drehung
Wechsel Kampf- in Marschformation
Jedes Regiment kann für die Hälfte seiner Bewegungsfähigkeit von der Marschformation in die
Kampfformation wechseln. Ein Regiment, welches in die Marschformation gewechselt ist, darf den
Rest seiner Bewegung marschieren, d.h. verdoppeln.
Schwenk
Bei einem Schwenk tritt eine Flanke des Regiments nahezu auf der Stelle, während die andere einen
Bogen läuft. Das Regiment behält seine aktuelle Formation. Zu beachten ist, dass nur Regimenter in
Kampfformation schwenken können. Gemessen wird die Bewegung des Modells, welche die größte
Bewegung durchführen muss.
Umgruppieren
Ein Regiment kann seine Anzahl von Gliedern ändern. Für diese Aktion darf sich das Regiment nicht
bewegen. Dafür kann es jede beliebige Formation annehmen.
Regimenter in Marschkolonne können ihre Gliederanzahl nicht umgruppieren.
Drehung
Ein Regiment kann sich drehen, um in eine andere Richtung zu schauen. Eine Drehung um 90 Grad
kostet die Hälfte der Bewegung, eine um 180 Grad die gesamte Bewegung. Die Modelle des
Regiments werden in die gewünschte Richtung gedreht, die Anzahl der Glieder und der Modelle in
der ersten Reihe wird danach so wiederhergestellt wie vor der Drehung. Daher auch die hohen
Bewegungskosten. Ein Regiment in Marschkolonne kann sich drehen. Einzelmodelle können sich
ohne Abzüge drehen.
Topic: Battle Axe Online (1st Test Iteration) – Manual Page: 13 /13
Document: \\Battleaxeserver\projects\BattleAxeOnline\Technik\TestIteration_1\Manual.doc Version: 1.0
Author(s): Torsten Wiederkehr Create date: 26.08.2006
6.2.1 Manöver
Schwenk: Eine Einheit kann beliebig viele Schwenks ausführen. Eine Ausnahme bilden Angriffe, bei
denen die Einheit nur einmal schwenken darf, um sich dem Feind gegenüberzustellen. Die
Bewegungsdistanz des Modells auf der Außenseite des Schwenks bestimmt die Bewegungsfähigkeit
der gesamten Einheit.
Drehung: Eine Einheit kann sich während der Bewegung einmal umdrehen. Alle Modelle verbleiben
an Ort und Stelle, drehen sich entweder 90 Grad nach links oder rechts oder führen eine Kehrtwende
um 180 Grad aus. Eine Einheit muss für die Drehung ein Viertel ihrer Bewegungsfähigkeit aufgeben.
Formationsänderung: Eine Einheit kann die Anzahl der Glieder ihrer Formation um jeweils 1
verringern oder erhöhen, indem sie die Hälfte ihrer Bewegung opfert. Eine Einheit kann die Anzahl
der Glieder ihrer Formation, um 2 verringern oder erhöhen indem sie ihre gesamte Bewegung aufgibt.
6.2.2 Marschieren
Marschierende Truppen schultern ihre Waffen und bewegen sich mit doppelter Geschwindigkeit fort.
Eine Einheit darf nicht marschieren, wenn sich Feinde im Umkreis von 8 Zoll befinden. Wenn sich
marschierende Truppen dem Feind bis auf 8 Zoll annähren, müssen sie sofort stehen bleiben und sich
auf die Begegnung vorbereiten. Eine marschierende Einheit darf keine Drehung oder
Formationsänderung ausführen, kann aber schwenken. Eine marschierende Einheit darf etwaige
Schusswaffen nicht benutzen. Kriegsmaschinen wie z.B. Streitwagen dürfen nicht marschieren.