vi vii TABLE OF CONTENT

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TABLE OF CONTENT
CHAPTER
I
TITLE
PAGE
DECLARATION
ii
DEDICATION
iii
ACKNOWLEDGEMENTS
iv
ABSTRACT
v
ABSTRAK
vi
TABLE OF CONTENT
vii
LIST OF FIGURES
xiii
LIST OF TABLES
xviii
LIST OF ABBREVIATIONS
xix
LIST OF APPENDICES
xxi
PROJECT OVERVIEW
1
1.1
Project Overview
1
1.2
Background of Problem
2
1.3
Project Objective
2
1.4
Scope
3
1.5
Importance of Project
4
1.6
II
1.5.1 Enabling Technology
5
Structure of the Thesis
5
LITERATURE REVIEW
8
2.1
Introduction
8
2.2
History of Mobile Games
8
2.2.1
10
Mobile Game Characteristics
2.2.2 Requirements
11
2.2.3
Types of Mobile Games
12
2.2.4 The Mobile Value Chain
13
2.3
Short Message Service
14
2.4
History of Flash
15
2.5
Overview of the Java Environment
19
2.5.1
20
Elements of a Typical J2ME MIDP Business
Application
2.5.2 Wireless Networking on the MIDP
23
2.6
The Client-Server Architecture
24
2.7
The World Wide Web
24
2.8
Apache
27
2.9
MySQL
28
2.10
Macromedia Dreamweaver 8
29
2.11
PHP
29
2.12
Similar Product Analysis
30
2.13
Example of Malaysian J2ME Games
31
2.14
Compatible Phones
35
2.15
III
VI
Summary
36
METHODOLOGY
37
3.1
Introduction
37
3.2
Methodology
38
3.3
Project Development Technology
38
3.3.1 Methodology Project
39
3.3.2
Agile Game Development
39
3.3.3
Scrum Background
41
3.3.4
Characteristic of Scrum
43
3.3.5 Scrum Process
46
3.3.6
46
Kirana Mobile Game Development Process
3.4
Object-Oriented Programming
50
3.5
The Unified Modeling Language (UML)
50
3.6
Describing an Architecture Using UML
51
3.7
Methodology Justification
51
3.8
Game Architecture
53
3.9
Project Schedule
54
3.10
Summary
55
FINDING / ANALYSIS
56
4.1
Introduction
56
4.2
Markup, Native OS or Messaging for Games
56
4.3
Designing J2ME Applications: MIDP and UI Design
58
4.3.1
58
Java 2 Platform Micro Edition (J2ME)
Architecture
4.4
V
4.3.2 The Application Environment
59
Component Design
60
4.4.1 Use Case Description
66
4.4.2
Sequence Diagram
68
4.4.3
Class Diagram
69
4.4.4
State-Chart Diagram
70
4.4.5 Activity Diagram
70
4.5
Web Interface
71
4.6
Mobile Game Interface
72
4.7
Game Documentation
75
4.8
Mobile Game Testing
75
4.9
Summary
76
BUSINESS PLAN
77
5.1
Executive Summary
77
5.2
Industry Background: Current Status
78
5.3
Industry Background: Future Trends
80
5.4
General Description of the Product
82
5.4.1 Product Description
83
Business Goals and Growth Potential of the Venture
83
5.5.1 Growth Potential
84
5.5.2
Situation Analysis
85
5.5.3 The Mobile Game Markets
86
5.5.4
88
5.5
5.6
Business Model and Workflow
Uniqueness of the Product
90
5.7
5.8
5.6.1
Competitive Edge
91
5.6.2
Competitor Analysis
91
5.6.3
SWOT Analysis Competitors
92
Marketing Strategy
94
5.7.1
Method to Identify and Contacting
Potential Customers
94
5.7.2
Sales Strategy
95
5.7.3
Distribution Strategy
96
5.7.4
Estimated Market Share
96
5.7.5
Pricing Strategy
97
5.7.6
Advertising Plan and Promotions Strategy
97
5.7.7 Sales Programs
98
5.7.8
98
Marketing Analysis
Management
103
5.8.1
Management Team Gaps
104
5.8.2
Organizational Structure
104
5.8.3
Technopreneur Capabilities
105
5.8.4
Support Team
105
5.9
Identify Location
106
5.10
Research Analysis
106
5.10.1 Mobile Phone User
107
5.10.2 Teenagers
109
5.10.3 Young Adults
110
5.10.4 Understanding the Industry
112
5.10.5 Understanding the User
112
5.10.6 Demographic Segmentation
113
Operations Plan
113
5.11.1 Business Partnership
114
5.11.2 Quality Control
114
5.11.3 Customer Support
115
5.12
Critical Analysis
116
5.13
Long-term Development and Exit Plan
117
5.14
Financial Planning
118
5.14.1 Resources Needed for Development
119
Summary
121
5.11
5.15
VI
DISCUSSION AND CONCLUSION
122
6.1
Achievement
122
6.2
Constraints and Challenges
123
6.3
Discussions and Recommendations
124
REFERENCES
125
LIST OF FIGURES
FIGURE NO.
TITLE
PAGE
2.1
Overview of the Java environment
20
2.2
Application features
131
2.3
J2ME, MIDP, CLDC and related
Java packages
21
Typical operation of a MIDP application
using HTTP
22
CDLC generic connection framework
HTTPConnection
132
2.4
2.5
2.6
A server communicating with 2 client
programs
26
2.7
Game snapshot: Badang
31
2.8
Game snapshot: Puteri Gunung Ledang
32
2.9
Game snapshot: Rage of Mages
32
2.10
Game snapshot: Rogue Lords
33
2.11
Game snapshot: Hammer & Sickle
34
3.1
Project noise level
40
3.2
Agile process
40
3.3
A defined process
41
3.4
A simple visualization of scrum
42
3.5
Productivity scrum team
43
3.6
Scrum team chart
44
3.7
Detailed scrum team chart
44
3.8
Scrum structure
45
3.9
Scrum process
46
3.10
Phase flow chart
47
3.11
Practices and inputs of sprint
48
3.12
Sustainable pace
49
3.13
Test-Driven development
49
3.14
Game architecture
53
4.1
Java 2 Platform Edition architecture
59
4.2
Use case diagram for mobile user
61
4.3
Use case diagram for web user
61
4.4
Use case diagram for web admin
62
4.5
Use case diagram for game Writers
62
4.6
Use case diagram for game producer
63
4.7
Use case diagram for game artist
63
4.8
Use case diagram for game designer
64
4.9
Use case diagram for game developer
64
4.10
Use case diagram for Level designer
65
4.11
Use case diagram for game programmers
65
4.12
Web interface
72
4.13
Kirana mobile game interfaces
73
4.14
Sequence diagram for mobile registration
133
4.15
Sequence diagram for download game
134
4.16
Sequence diagram for play game
135
4.17
Sequence diagram for submit score
136
4.18
Sequence diagram for web registration
137
4.19
Sequence diagram for login process
138
4.20
Sequence diagram for logout
139
4.21
Sequence diagram for login admin
140
4.22
Sequence diagram for logout admin
141
4.23
Sequence diagram for update score
142
4.24
Sequence diagram for update user record
143
4.25
Sequence diagram for update info
144
4.26
Sequence diagram for write game
145
4.27
Sequence diagram for write dialog for NPC
146
4.28
Sequence diagram for developing schedules
147
4.29
Sequence diagram for maintaining schedules
148
4.30
Sequence diagram for developing budgets
149
4.31
Sequence diagram for maintaining budgets
150
4.32
Sequence diagram for negotiating contracts
151
4.33
Sequence diagram for arranging beta testing
152
4.34
Sequence diagram for creates art
153
4.35
Sequence diagram for develop Game Asset
154
4.36
Sequence diagram for develop volume of sketches 155
4.37
Sequence diagram for implements game design
156
4.38
Sequence diagram for modify game design
157
4.39
Sequence diagram for develop Gameplay
158
4.40
Sequence diagram for develop concept
159
4.41
Sequence diagram for develop layout
160
4.42
Sequence diagram for design game
161
4.43
Sequence diagram for develop game
162
4.44
Sequence diagram for approve game idea
163
4.45
Sequence diagram for altering game rules
164
4.46
Sequence diagram for producing scenarios
165
4.47
Sequence diagram for create advanced levels
166
4.48
Sequence diagram for create levels
167
4.49
Sequence diagram for challenges or missions
168
4.50
Sequence diagram for develop prototypes
169
4.51
Sequence diagram for develop technical
framework
170
4.52
Sequence diagram for write source codes
171
4.53
Class diagram for admin
172
4.54
Class diagram for user
173
4.55
State chart diagram for mobile
174
4.56
State chart diagram for web
175
4.57
Activity diagram for mobile
176
4.58
Activity diagram for web
177
5.1
Expected revenues to be generated from
some major regions
83
Growth of mobile users against population
in Malaysia
85
5.3
Mobile game business area
87
5.4
Traditional and mobile game value
87
5.5
The Mobile value chain
88
5.6
Subscription vs per-download business model
90
5.2
5.7
Percentage distribution of hand phone subscribers
by ethnic origin
96
5.8
Gender of the respondents
98
5.9
User that play mobile game
99
5.10
User that download mobile game
99
5.11
Mobile game absorption in Malaysia
100
5.12
User interest to download mobile game
100
5.13
Affordable price of mobile game
101
5.14
Mobile phone that supported by the GPRS services 101
5.15
User acceptance for strategy games
102
5.16
User that has interest to download accessories
103
5.17
Type of games
103
5.18
Organizational chart
104
5.19
Penetration rate per 100 inhabitants
109
5.20
Sales projection for Kirana mobile game
119
5.21
Sales projection for ten games
120
5.22
Break even point
120
5.23
Profit and loss
121
LIST OF TABLES
TABLE NO.
5.1
TITLE
PAGE
Content That Mobile Phone Users expect to be
Accessing in 12 Months Time
79
5.2
Pricing Analysis
92
5.3
National & International Mobile Phone Users
108
5.4
Penetration Rate for Cellular Phones in Malaysia
108
5.5
Teenagers Population in Malaysia
110
5.6
Young Adults Population in Malaysia
111
5.7
Cellular Phone Demographic Groupings
113
5.8
Project Milestones
118
LIST OF ABBREVIATIONS
SMS
-
Short Message Service
J2ME
-
Java 2 Micro Edition
MIDP
-
Mobile Information Device Profile
GPS
-
Global Positioning System
MMS
-
Multimedia Messaging Service
OOSE
-
Object Oriented Software Engineer
PHP
-
Hypertext Preprocessor
JVM
-
Java Virtual Machine
JRE
-
Java Runtime Environment
JIT
-
Just In Time Computer
J2SE
-
Java 2 Standard Edition
GFC
-
Generic Connection Framework
CDLC
-
Constrained devices with limited network connecting
WWW
-
World Wide Web
HTTP
-
Hypertext Transport Protocol
URL
-
Uniform Resources Locaters
OOP
-
Object Oriented Programming
UML
-
Unified Modeling Language
OS
-
Operating System
API
-
Application Programmer Interfaces
SDK
-
Software Development Kit
LIST OF APPENDICES
APPENDIX
TITLE
PAGE
A
Gantt Chart Project I & II
127
B
Gantt Chart Project III
130
C
Application Features
131
D
CLDC Generic Connection Framework
with HttpConnection
132
E
Sequence Diagram
133
F
Class Diagram
172
G
State Chart Diagram
174
H
Activity Diagram
176
I
Game Documentation
178
J
User Testing
194
K
Financial Planning
197
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