King of the Hill Mobile Wireless GamekothA wireless multiplayer mobile video game that uses real world space.
Target Platform
Nokia N800 devices, J2EE compliant web service (Tomcat), .NET Compatible
Technologies Used/API
Java, C#, gSoap, Maemo, Bluetooth, Web services, GPS, C++
Developers
Half of the Distributed Computing class Junior Year
My role
Server side development, real-time, desktop, graphical tracking client
Wireless Technologies
Bluetooth, WIFI, GPS
koth.png
Halo (copyright Bungee Studios/Microsoft) symbol for King of The Hill
map.png
Similar screen of the mobile client.
n800.png
Picture of the mobile device
King of the Hill is modeled after the children?s game where two teams compete to
gain the most number of players in a designated zone. Many first person shooters include
this style of play in their online multiplayer feature.
This project was a class project, and the goal was to use mobile devices to take a real
world game and turn it into a video game. To track the location of players in the game,
localization was provided by a Bluetooth GPS device. The Nokia N800s did not include GPS
functionality. The mobile game provides the user with an overview of the playing area =
Elon University ? and where the current hill is. If there are multiple teams on the hill, a
screen to battle another user is presented.
The server side of this application allows for all of the users to communicate with each
other, update their current location, keep score information, user "dead time" (i.e.,
losing a fight), and updates hill locations. The server side provided all of this
functionality via a web service. As a proof of concept, I also created a desktop
application that queried the server and provided the location of all of the users on the
screen.
theexceptioncatcher.com
KingOfTheHill