INTERNATIONAL JOURNAL OF COMPUTER SCIENCE AND EMERGING TECHNOLOGIES- (IJCET) VOL2(2)- pg. 6-10 DECEMBER 2018 www.ijcet.salu.edu.pk ISSN: 2522-3348 Publisher: Shah Abdul Latif University Khairpur Game Based Learning using First Person Shooter – Battle of IICT Faiza Mehboob Qaimkhani, Noorl-ain-Basir, Zeeshan Bhatti* Institute of Information and Communication Technology, University of Sindh, Jamshoro, Siindh, Pakistan faizafarooqui35@gmail.com, *zeeshan.bhatti@usindh.edu.pk Abstract: Game development is vastly becoming a new medium of teaching and training students. Through game, this research work aims to develop an interactive tour of our institutional and its various features. “The Battle of IICT” is a 3D First Person Shooter game which enables and exposes the students towards the 3D Game Development using game-based learning theory. The story behind the game is that the terrorist have attack the IICT and the commando team have to rescue and clear the department from the terrorist. The methodology involved using Unity game engine with First Person Shooter technique to create an interesting and interactive gameplay for the user. The real first-person shooter asset was used to provide player and game controls. The locations were modelled and textured in Autodesk Maya and imported in unity with terrain mesh setup. Key Words: First Person Shooter; Battle; Game Development; FPS. I. INTRODUCTION The first two decades of 21st century have seen tremendous outburst of technological cultures, from „blogging‟ [1], online data and file sharing services [2], and computer, PlayStation based personalized games [3]. This technological outburst has created a digital culture that has radically changed the norms of living, communicating, socializing and even learning or education. This lifestyle change is predominant in young generation. Kids and teenagers now days are more self-involved in computer and mobile technologies to such an extent, that it is absolutely impossible to separate them. The need of hour is to update the rules of engagement and use the technology to our advantage. Game based educational model is an old approach, underpinning education through games, applying pedagogical approach, learning outcomes, and challenges for providing taskbased education through games [4] Use of multimedia contents is measured as a highly favourable and relatively obligatory. This gives a birth to principle of multimedia learning. Multimedia learning deals with using multiple media contents, such as Text, Images, Video, Audio and Animation, for teaching and learning purpose [5]. Gaming in Pakistan has also become extremely popular with more of teenagers getting involved in playing computer games all the time. The purpose of the project is to teach the fresh bachelors students of university about the institution. The idea is that, that there should be a game which is made in Pakistan, in which our local environment is shown in the game background as models and props along with the story of game should also be related to our local situation. The First-Person Shooter (FPS) is genre of games that involve a perspective view of a person carrying a gun in hand [6]. The game allows the player to walk around in a location with aim of finding and destroying enemy targets. With this aim, the gamer can understand and explore the environment, which in our case is the building of IICT. This project follows the game rules of a various popular game known as “Counter Strike” as shown in Figure 1. Figure 1: Counter Strike *Corresponding Author: zeeshan.bhatti@usindh.edu.pk 6 Qaimkhani et al. A. MOTIVATION We have played many games, but very few games are actually based on the location and models in which we live and see every day. This first-person shooter game is based the location of our institute in which we study. As we spent most of the time in our institution we are aware of the building and its nooks and corners. Therefore, creating a game based on this location is already very interesting and fun. Then the purpose was to educate the new comers‟ and unfamiliar students‟, to get them familiar and teach them about our institution. The story boarding behind the game is that, the terrorist has attacked on IICT and now the team (soldier) has to rescue the department from the terrorist, soldiers will fight with terrorist for the IICT defense. B. OBJECTIVE AND STORY The objective of this project is to provide gaming knowledge, entertainment along with education. Thorugh this project we aim to educate university students of not only about our institution, but also about how to develop games, and about game development approaches, tools and technologies. Our game title is “BATTLE OF IICT” which is based on the campus environment. All the models and locations, objects and props are taken from real environment and model to resemble exactly the same. The rooms and their furniture have been altered to cater for the game size. The story is inspired form the APS incident, in which terrorists had attacked a school in Peshawar and a large number of children had died. In this game a similar terrorist attack has been shown in which the institution building is under siege and the military commando tries to kill all the terrorists and rescue the students. II. SIMILAR WORK Gaming has long been a part of young culture from physical to digital games being played by every young and old equally. The Use of digital computer based games has progressed and integrated in our daily routines to a very huge extent [7]. As the hardware and software used to play games increases in terms of their capabilities and capacity, so do the computer and video game industries, which have grown from markets in the past to a more diverse and mainstream market. Huge number of games have been developed and are being played throughout the world and to discuss them would be beyond the scope of this paper. IJCET VOL2(2)- Pg:6-10 However, we present few most commonly used games. The First ever known FPS game is Maze War developed in 1974, gave the concept of perspective view of player with just a gun in hand being shown in Figure 2 [7]. This originated the concept of FPS which was then followed my thousands of games developed to date. Figure 2: Maze War Game Following the FPS concept, another revolutionary game known as “Doom” was developed in 1995 which later became a franchise and a bench mark for future games [8]. The latest version of the game was released with very high-end graphics in 2016 as reboot of the original as shown in Figure 3. Figure 3: Doom game Player view Similarly, another most famous FPS game of this era is Counter Strike or simply known as CS launched in 1999 shown in Figure 4. It is based on multiplayer concept where human players join the same game location to fight with each other [9]. Figure 4: Counter Strike Game [9] 7 Qaimkhani et al. III. GAME DESIGN AND STRUCTURE The FPS game is developed in UNITY 5 game engine and using Real First Person Shooter (RFPS) assets for the main FPS player game controller. The RFPS provides the main scripts and logic of controlling the use player with first person view along with gun control. A. DEVELOPMENT STRUCTURE The game architecture and development timeline followed in this project is shown in Figure 5. The project was initiated first with prototyping phase where initial game designing was done. Then in the second phase the game scene development was initiated with importing location model from Maya into unity for first level. The FPS asset plugin was imported as well with integration of NPC enemy characters. The third phase involved with adding major details into the game level with, collision detections, texture correctios, FPS settings, Enemy AI settings and many other. The last phases involve playing the game and testing the game object behaviors. IJCET VOL2(2)- Pg:6-10 B. LEVEL DESING The game level is designed based on the map of Institute of Information and Communication Technology, University of Sindh, Jamshoro building. The building map was replicated in autocad, and structure was modeled in Autodesk Maya Student learning edition. The game will start from this scene shown in figure 6, the player will come through the main gate of IICT. Then he will walk and go inside the main building where he would initially collect all the weapons and ammo. Figure 6: Front View and Entrance of IICT Figure 6 shows the main entrance to the IICT building. The main game starts from this point forward. Whereas, Figure 7 shows the side lawn of the IICT building. Figure 7: Right side Lawn Figure 8 shows the seminar libray room with Books, Bookshelfs, Chairs, tables. Figure 5: Unity Game development architecture (source: https://www.pinterest.com/gamesm/unity-3d/) 8 Qaimkhani et al. IJCET VOL2(2)- Pg:6-10 the game play game. Weapons could be changed and Reload. Items could be pick like gun in the environment (Enemies Guns). D. ENEMY NON PLAYING CHARACTERS (NPC) Figure 8: Seminar Library room The class room view is shown in figure 9 with chairs, White board and other props. A Non-Player Character (NPC) is a termed used for computer players that are automatically controlled and moved by computer. These NPS‟s are usually the enemy characters in a game whose actions are controlled by a particular AI script which has triggers set that initiate certain behaviors of the NPC enemy. Once the scene and level is setup and integrated with RFPS assets providing the main game control, the next phase is to integrate the enemy characters using the AI scripts. Main Scripts used in this game to control NPC and define their behavior are given as follows: • EnemyAttack, in this script range is defined from how many points enemy can shoot the player. • EnemyAnimation, in this Scripts are written for calling the animations. • EnemyChasing, in this scripts waypoints are made on which enemy will move, in this enemy Figure 9: Class room view C. FIRST PERSON PLAYER SETUP The First Person Shooter (FPS) asset in unity provides the main control of first person player with player camera and gun camera setup automatically. The additional player settings are tweaked in inspector window in unity. Advanced versions of FPS known is Real First Person Shooter prefab (RFPS) were used that provide advance high level control of the user player object, shown in Figure 10. • EnemyAI, in this script AI of enemy is controlled, how enemy will listen, how it would be active if player comes closer to it how enemy will attack? • CharacterDamage, in this when enemy dies then live body have to change with dead body when enemy losses his health Figure 11: Enemy model The animation flow of the characters. Figure 10: FPS View In this we must set the Player Controls for moving in all directions within the environment. Second, we need Weapons, Ammos, which we can picked during Figure 12: Enemy Animation 9 Qaimkhani et al. IJCET VOL2(2)- Pg:6-10 The movement of enemy characters was done through setting terrain mesh with setting waypoints for the enemies where you want enemies to move at different places. Enemies patrol speed is controlled using scripting which can be increased and decreased to make enemy more active or passive. In the given seen enemy is placed in the classroom, where the player shot the enemy. control. Various unity based plugins were used to achieve AI based controls of the game events. The final game is a fully playable FPS game located in IICT building with full terrorist action. In future we need to expand the game to more buildings of the university and increase the role-playing scenarios and levels. More better AI plugin can be used to control the difficulty of the game and NPC‟s. ACKNOWLEDGMENT This final year project work was carried out in Multimedia Animation and Graphics (MAGic) Research Group under the supervision of Dr. Zeeshan Bhatti, Institute of Information and Communication Technology. I am extremely thankful to Ms. Noor-ulAin Basir for her immense support, coaching and assisting me in this game development project. Figure 13: Enemy Shot down E. GAME MENUE The game menu interface consists of basic option that are needed for the game. Main Menu of Game is designed using Adobe Photoshop, buttons and background image, then importing them all in Unity. First images sprite is made in unity in order to use them for UI. Buttons tasks are set using scripting Background Music is there which could be on of by clicking on sound button. UI is designed then applied logics using scripts (coding) for play, sound, help and exit menu REFERENCES [1] Kellner, D. (2004). Media Culture and the Triumph of the Spectacle. Razón y palabra, 39. [2] Lessig, L. (2004). The creative commons. Mont. L. Rev., 65, 1 [3] Pearce, C. (2006). Seeing and being seen: Presence and play in online virtual worlds. Position paper for Online, Offline & The Concept of Presence When Games and VR Collide, USC's Centers for Creative Technologies, Los Angeles, California. [4] Bhatti, Z., Mahesar, A. W., Bhutto, G. A., & Chandio, F. H. (2017). Enhancing Cognitive Theory of Multimedia Leaning through 3D Animation. Sukkur IBA Journal of Computing and Mathematical Sciences, 1(2), 25-30. [5] Bhatti, Z., Abro, A., Gillal, A.R., Karbasi, M., (2017). Be-Educated: Multimedia Learning through 3D Animation. International Journal of Computer Science and Emerging Technologies, Vol 1(1). Pg: 13-22. [6] Wikipedia, First person (Video game). Retrieved 10, 4, 2016, from Wikipedia the free Encyclopedia Figure 14: Game menu interface [7] Arsenault, D. (2009). Video game genre, evolution and innovation. Eludamos. Journal for Computer Game Culture, 3(2), 149-176. IV. CONCLUSION AND FUTURE WORK The aim of this project was to develop a game that would enable its player to learn about our institution and various features. Through this FYP game a educational tour and training is given to students in a fun and entertaining way. The building and locations were modeled in MAYA and exported into unity for [8] Levine, J., Bates Congdon, C., Ebner, M., Kendall, G., Lucas, S. M., Miikkulainen, R., ... & Thompson, T. (2013). General video game playing. [9] Wikipedia, Counter Strike, Retrieved 10, 15, 2016. from Wikipedia the free Encyclopedia. 10