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LessThanThree The Ultimate Final Battle of Maximum Destiny.
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<3
LessThanThree
The Ultimate Final Battle of Maximum Destiny
• Team Leader- David Tombs (Repository
Manager)• Developers- Kesta Jones (Artist)- Mike Skrzyskowski- Tom Nagy- Matt Lance
Group 1 - GUI:
Group 2 – Mechanics: • Team Lead
- Chris Yong• Developers
- Will Clark (Contact Manager Assistant) - Andrew Carnes (Website Manager) - Jose Andres - Dan Watson (Documentation and Contact Manager)
Group 3 – AI:• Team Lead
- Dane Vind (Artist)• Developers
- Morgan Bauer (Code Mercenary) - Kevin Andrews (Process Manager; Client) - Cliffton Goh - Stephen Quinn
Empires Progress• (3.1.x): Core Mechanics• (3.2.x): GUI• (3.3.x): Multiplayer Networking• (3.4.x): AI
Core MechanicsRequirement (3.1.1): Win/Loss
Conditions
(3.1.2): Cross-platform compatibility
Linux
Windows Vista
Windows XP
(3.1.3): A way to restart the game
(3.1.4): Save/load a game
GUI(3.2.1): Separate or Enlarge the map(3.2.11): Semi-Realistic map of the world and
territories
(3.2.2): A custom settings screen
(3.2.3): Create a Main screen to Start or Load from
• (3.2.4): If nothing happens the report should say so rather than leaving the box blank except for Report
(3.2.17): All dialogs should have a "Close" button instead of a "Done” button
(3.2.38): The Build/Buy dialog should have its buttons along the bottom instead of along the right
(Resolved via tabular design)
(3.2.20): The game should provide icons to represent empire attributes (such as health, happiness, etc)
(3.2.21): Change the decimal values for empire attributes to a dynamic picture
(3.2.23): Visuals for units(one visual for all units due to time constraints)
(3.2.32): Add a menu bar
(3.2.34): Add a difficulty scale in the EC dialog instead of just a numeric text box
(3.4.1): The system will provide artificial intelligence of varying difficulty levels as desired by the user
AI(3.4.4): The system will provide AI
that follows a set of rules consistent with the empire's "outlook" with alterations made to plans based on the actions that have taken place in the game.
Complete requirements (without screenshots)
• (3.1.7): break main block of 8.5 kloc into more manageable chunks
• (3.1.11): The game should store issue text and effects in a datafile
• (3.1.14): Implement a rigid system for land types• (3.2.13): More obvious differences between flag colors
orange and yellow(see map screenshot)• (3.2.35): Add control labels for empire name and size in
the EC dialog• (3.2.41): Building and buying should update the numbers
on the territory information immediately• (3.4.8): AI using Filtered Randomness• (3.2.19): The game should provide a map with interesting
territory names
Incomplete Requirements(time constraints)
• (3.1.10): The game should support multiple human players• (3.1.12): Ability to set the number of opponents• (3.1.13): The game should have shorter battles to one turn or give
a more clear summary of attack• (3.1.15): Sound effects• (3.2.9): In "Build/Buy," put the cost per unit to buy something by
the input box, and show the total cost to the player. Notes of cost should be made clearly visible on "Build/Buy" menu
• (3.2.11): Implement a 3D globe with dragging/selecting capability(new map, but not 3D)
• (3.2.16): When choosing color, combo box should show color swatches
• (3.3.x): No multiplayer capabilities, simply not enough time• (3.4.5): The system will provide AI that is knowledgeable of sound
diplomatic actions in order to help itself advance in the best-suited fashion
Incomplete Requirements(low priority)
• (3.1.5): The first end turn should not be necessary• (3.1.6): An adjustment at the beginning of the ratio of land to sea• (3.1.8): Continuous territories at the beginning• (3.1.9): Unassigned territories are easily acquired• (3.2.5): Text should soft wrap in the issues box• (3.2.6): After making a decision in "Hear Issue," either take away the "You chose
option ." screen or allow you to change your decision at that screen• (3.2.10): Create an organized "Help" file containing instructions and explanations of
the entire game.• (3.2.12): A cleaner "Empire Characteristics" menu that allows the player to press a
button directly next to each question's answer options to select them• (3.2.18): The game should present player action dialogs as a part of the main
window instead of having popups• (3.2.22): Implement a minimap to compliment playing map• (3.2.28): In the Diplomacy window there is a message box on the bottom and its
purpose is not clearly stated. Give that message box some sort of labeling
Design Process
• Process went fairly well, but often lagged due to inconsistent testing(Diplomacy, Map)• Timing was very good with this model
Performance• Communication hindered <3’s progress in the
early weeks• Promoting David Tombs to Project Manager
allowed more specific, individual assignments• After this, development picked up quickly
arbitraryunits Se
ries1
0
5
10
15
20
25
30 Before David's Leadership
Before David's LeadershipAfter
Software Engineeringand You(r) <3
• Mike & Kesta - pair programming (GUI)• Morgan – Unit Testing was very helpful• Communication is king – countless meetings
allowed for dynamic allocation of personnel to abstract concerns
• Incremental Process Model served us very well • There were clear definitions of when an
increment was completed and when tasks would be scheduled
• Extreme programming may have been a more efficient model if our group had more meetings during the week to discuss tasks
Increment 1 (10/1 – 10/21)• Break up code into manageable chunks for easier
maintenance and extension. (Completed)• Move input/output data from the source file to a
data file. (Completed)• Compact unnecessary pop-ups into a single
window. (Completed)• Complete a player’s guide for use before and
during game play. (Completed)• Replace Breezyswing with more versatile swing
GUI elements. (Abandoned)
Increment 2 (10/22 – 11/11)
• Implement a save/load. (Completed)
• Develop unique AI Agendas. (Completed)
• Create Data files allow for easy alteration of variables. (Completed)
• Relocate all of the pop-up windows to the main window. (Completed*)
*most of the popups have been consolidated into the message box
Increment 3 (11/12 - present)
• Implementation of unique AI agendas. (Completed)
• Implement different map sizes and better randomly* generated maps. (Completed)
• Implement an option for the user to play with other people. (Incomplete – time constraints)
*Locations are random inside a static “world” map
Current AI Agendas• An empire that loves peace and makes every attempt to
keep it.
• An empire that thrives on trading with other empires, generally avoiding war.
• An opportunistic empire that preys on the weak and those already at war.
• An empire that prefers isolation and only attacks those posing a significant threat to them.
• A “guardian” empire that only attacks those posing a significant threat to the world.
• An empire that expands as quickly as possible and thrives on war.
AI Difficulty• Difficulty levels allowed by different AI
controlled empires
• Difficulty settings will allow a slight chance for easier/more difficult opponents
Original Code Breakdown
Em-piresWin-dow; Divi-
sion of Total Code; 8600;
85%
BreezySwing; Division
of Total Code; 1561;
15%
Division of Total Code
Original UML
EmpiresWindow; Division of Total Code; 2671; 33%
BreezySwing; Division of Total Code; 1561; 19%
NPCempire; Di-vision of Total
Code; 888; 11%
HumanEmpire; Division of Total Code; 870; 11%
RerouteWindow; Division of Total Code; 567; 7%
EmpireSelec-tionWindow; Di-vision of Total Code; 507; 6%
Territory; Division of Total Code;
245; 3%
LogisticsWindow; Division of Total Code; 357; 4%
HearIssueWindow; Division of Total Code; 254; 3%
Transfer; Division of Total Code; 194;
2%
Division of Total CodeEmpiresWindow BreezySwingNPCempire HumanEmpireRerouteWindow EmpireSelectionWindowTerritory LogisticsWindowHearIssueWindow Transfer
Current Code Breakdown
Current UML
Thank You.Please feel free to ask
questions.