CineClash System Overview

The CineClash system consists of a game host, a cinematic screen (main game display) and a number of handheld clients who interact with the game on the host.

The game host and the cinematic screen will in most cases be the same physical computer unit located in the cinema and connected to a network with public internet access.

Handheld clients will connect to the game host via either cellular network or WiFi, although a speedy WiFi connection is obviously preferred to keep network latency at a minimum.

When a CineClash session starts, there will at first be a “Lobby” period, where players can join using their handheld devices running an app built with our client SDK in Unity3D. When the lobby period is over, the game will start and players can battle against each other to win the multiplayer game developed by the game studio. 

When the game ends, the game host will contact the backend server to distribute scores and/or prizes based on each player’s performance – this regardless of whether the player is still connected to the game or has disconnected.

Provided a player permission a profile is stored in the Cinemataztic database with a unique ID and email address, so the player can keep scores, prizes and profile picture across logins and disconnections.

Developing a CineClash Game

To develop a CineClash game the game studio needs to develop two main assets: The game host and the client. 

We provide two SDKs for developing the host and the client respectively. Both parts of the project will need to be developed in and uploaded from a Unity3D editor. In the future, we can potentially provide SDKs to develop in other game engines such as Unreal or as a javascript/web client.

The SDK for developing the game host provides event hooks for when a user logs in and when a user provides input. It also provides methods to send feedback and trigger events in the client on the handheld devices.

The game developer builds the entire application for the game host with custom logic and plugins as they wish and upload the application for distribution on CineClash game host hardware.

The SDK for developing the handheld client provides tools to send data and events to the host, as well as to receive data and events from the host. It also provides tools to trigger animations, move objects, play audial and haptical feedback, and to create a number of visual effects in 2D or 3D, to align 3D objects and interpret orientations (eg if a game requires throwing of dice or reading the gyro/device orientation)

The game developer builds assets for a Unity3D application and uploads these for distribution to a prebuilt app via our cloud services. The game developer could potentially develop their own app integrating our SDK, but this is not readily an option and will need further development from our side before we can provide that option.

Testing a CineClash Game

While developing a CineClash game, the game can be run, tweaked and re-run inside the Unity3D editor using our game host SDK plugin.

When the game is ready to test as a standalone application, developers can use the same SDK plugin to build and upload the application for one or more platforms (Linux and optionally macOS and Windows machines). To offload the developer’s hardware and time, the Unity Cloud Build service can be utilized for the build procedure by simply configuring the service in the Unity3D editor.

When a test on CineClash hardware is over, the developer can review the logs from the application by visiting our cloud frontend and downloading the files from there, without the need to physically access the hardware or to log in to the machine manually.

Type: unity Severity: notice Timestamp: 2023-02-27T09:50:06.606Z

2023-02-27 09:37:32,824 Info Engine: 2021.3.14f1 Build version: 1.0.0.0 Build time: 2000-01-01 00:00:00Z Hostname: HEL-colosseum-2
2023-02-27 09:37:32,854 Info [ActorApiDefaultImpl]: Difficulty Distribution: Easy:0.5|Normal:0.35|Hard:0.15

2023-02-27 09:37:32,863 Info [Program]:Api.Scoreboard: Ok

2023-02-27 09:37:32,863 Info [Program]:Level List: MemoryPlatforms Jump Ropel TrainCount RedLightStop/HotPotatol

2023-02-27 09:37:32,864 Info [Program]:Api.Level: Ok

2023-02-27 09:37:33,462 Info UDPClient address: 192.168.8.181 - determining network adapter...

2023-02-27 09:37:33,472 Info Network adapter found: eno1 mac=B07B2513F25C type=Ethernet

2023-02-27 09:37:33,477 Info Deviceld from ~/conf-db.json:cloudtaztic.config._id: 6294907b101efc001b73f6dd

2023-02-27 09:37:33,477 Info Market from ~/conf-db.json:cloudtaztic.config.player.market: 594be135e9678d3bb75fe7aa (Cinemataztic-dev (CineGame))

2023-02-27 09:37:33,477 Info Market from environment: 594be135e9678d3bb75fe7aa (Cinemataztic-dev (CineGame))

2023-02-27 09:37:33,479 Info Logging in as user/device () id=631aebbb19e3af001b3b2f81

2023-02-27 09:37:33,619 Info Environment: production

2023-02-27 09:37:33,872 Info Giphy API Key set

2023-02-27 09:37:33,872 Info Tenor API Key set

2023-02-27 09:37:33,879 Info SFS Connecting to sfs-fin-1.cinemataztic.com:9933 Zone-International API 1.7.17

2023-02-27 09:37:33,880 Info [HostApiDefaultImpl]: Received GameCode: 7938

2023-02-27 09:37:34,020 Info SFS Connected, logging in ...

2023-02-27 09:37:34,086 Info SFS logged in as Host7938. Connection mode = Socket.

2023-02-27 09:37:34,153 Info SFS Room Joined, admin=False, moderator=False

2023-02-27 09:37:35,254 Info Time.timeScale changed: 9

2023-02-27 09:37:39,689 Info SFS Guest#199612 enters room as player

2023-02-27 09:37:39,974 Info [ActorApiDefaultImpl]:[joachip][73608][Joined] is in the Lobby.

2023-02-27 09:37:40,396 Info BackendID=73608 avatar texture (512, 512) downloaded in .42s: https://images.cinemataztic.com/EN/_avatars/7610bacb1af956d0fe2c1b6e2f42bcd5.jpg

2023-02-27 09:37:40,417 Info [ActorApiDefaultImpl]:[joachip][73608] changed their Profile Picture.

2023-02-27 09:37:41,906 Warning Unloading the last loaded scene Assets/Scenes/Start.unity (build index: 0), is not supported. Please use SceneManager.LoadScene()/EditorSceneManager.OpenScene() to switch to another scene.

2023-02-27 09:37:41,980 Warning SDK already instanced. Ignoring this.

2023-02-27 09:37:41,981 Info [HostManager]:Multiple instances of Bolverk. MiniGames.Generic. HostManager was found. Destroying 1 additional instances.

2023-02-27 09:37:41,981 Info [HostManager]:Loading Scene:Memory Platforms