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LessThanThree The Ultimate Final Battle of Maximum Destiny

LessThanThree The Ultimate Final Battle of Maximum Destiny. <3. Group 1 - GUI:. Team Leader - David Tombs (Repository Manager) Developers Kesta Jones (Artist) Mike Skrzyskowski Tom Nagy Matt Lance. Group 2 – Mechanics: . Team Lead - Chris Yong Developers

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LessThanThree The Ultimate Final Battle of Maximum Destiny

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  1. LessThanThreeThe Ultimate Final Battle of Maximum Destiny <3

  2. Group 1 - GUI: • Team Leader • - David Tombs (Repository Manager) • Developers • Kesta Jones (Artist) • Mike Skrzyskowski • Tom Nagy • Matt Lance

  3. 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)

  4. Group 3 – AI: • Team Lead • - Dane Vind (Artist) • Developers • - Morgan Bauer (Code Mercenary) • - Kevin Andrews (Process Manager; Client) • - ClifftonGoh • - Stephen Quinn

  5. Empires Progress • (3.1.x): Core Mechanics • (3.2.x): GUI • (3.3.x): Multiplayer Networking • (3.4.x): AI

  6. Core Mechanics Requirement (3.1.1): Win/Loss Conditions

  7. Linux Windows Vista Windows XP (3.1.2): Cross-platform compatibility

  8. (3.1.3): A way to restart the game

  9. (3.1.4): Save/load a game

  10. GUI (3.2.1): Separate or Enlarge the map (3.2.11): Semi-Realistic map of the world and territories

  11. (3.2.2): A custom settings screen

  12. (3.2.3): Create a Main screen to Start or Load from

  13. (3.2.4): If nothing happens the report should say so rather than leaving the box blank except for Report

  14. (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)

  15. (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

  16. (3.2.23): Visuals for units(one visual for all units due to time constraints)

  17. (3.2.32): Add a menu bar

  18. (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

  19. 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.

  20. 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

  21. 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

  22. 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

  23. Design Process • Process went fairly well, but often lagged due to inconsistent testing(Diplomacy, Map) • Timing was very good with this model

  24. 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 arbitrary units

  25. 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

  26. 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)

  27. 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

  28. 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

  29. 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.

  30. AI Difficulty • Difficulty levels allowed by different AI controlled empires • Difficulty settings will allow a slight chance for easier/more difficult opponents

  31. Original Code Breakdown

  32. Original UML

  33. Current Code Breakdown

  34. Current UML

  35. Thank You. Please feel free to ask questions.

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