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OpenSpace Collaborative Art Game Proposal

OpenSpace is a collaborative art guessing game where players take turns as illustrator or assistants. Guess the drawing and alter brushes with effects for points. Coded in Java. Stand-alone client app. Optional server. Weekly development timeline and detailed testing plan.

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OpenSpace Collaborative Art Game Proposal

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  1. OpEnSpaCe LCA Proposal Calvin Chin David Couvrette Jung Son Mikiko Jama CSE403 Summer 06

  2. Operational Concept - OpenSpace is a collaborative art guessing game, in which one player acts as an illustrator and the other players serve as his or her assistants. - The assistants attempt to guess what the illustrator is drawing in a short time frame, and get to alter the illustrator’s brush with a random selection of effects that change each round. - Assistant gets points for guessing correctly, and so does the illustrator (to prevent unmotivated illustrators) - Each round does not last longer than 2 minutes. - After every round, a new person is selected as an illustrator, so everyone gets a chance to draw. - After everyone has gone, scoring is tabulated and a winner declared.

  3. System Requirements - Coded entirely in Java using the standard Java libraries - Stand alone client application - Clients need to be running JRE 1.5 - Optional stand alone server application - Server needs to be able to handle simultaneous games, with each game holding from 2-6 players.

  4. System Requirements

  5. System Requirements

  6. System Requirements

  7. System Architecture

  8. Team Structure • Server/Network Team-David, Mikiko • GUI Team-Jung, Calvin -Once the high priority features are done, all four of us will pool together to integrate and produce the lower priority features

  9. Timeline • Week 1 , 2: -develop Server/networking and GUI(client) -Integration of both portions • Week 3: -refinement & adding already desired features -release and gathering feedback • Week 4: -refinement & adding more features based on feedback • Week 5: -feature lock & final heavy testing

  10. Test Plan • J Unit testing Server side tests: - Multiple users connecting - Finding maximum users that the server can handle - Running simultaneous games on multiple threads - Communication between clients via server - Listening for commands - Sending commands - Keeping track of the game state (big suite of tests)

  11. Test Plan • J Unit testing Client side connectivity tests: - Connection to server - Sending/receiving messages to and from server - Interpreting messages accurately - Keeping in sync with other clients - Listening for commands from the server

  12. Test Plan • J Unit testing Client side GUI and media tests: - Synched brush effects between clients (a suite of connectivity and media tests) - Accurate switching between illustrator and assistant mode - Switching between game browsing mode and game playing mode - Sound and music tests to assure that correct sounds and musics are playing - Brush effects are rendering in the right color, texture, and behaving appropriately.

  13. Risks - Custom Server/Client architecture is toodifficult to implement in the timeframe given. However, current tests of the built in Java libraries have lessened our worries over this risk. - Many graphical effects provided in game may be too difficult to implement. This is an area that still requires more research for a better assessment. - Feedback may indicate issues with core components of OpenSpace gameplay, but we will not have time to go back and redesign them. This is a risk that cannot be assessed until about week 3 in our initial schedule.

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