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