COMP 310
Spring 2017
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Final Project
Specifications and Requirements
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Where in the World is Willy?
Premise:
You must have a premise for your game that motivates the
game play. For instance: "Willy has been stolen and you and your team must comb the
world to find clues to the nefarious group that stole Willy and to Willy’s
hidden location. The winner is the first team to locate Willy!"
Description
- The idea here is that the game would be (very) loosely based on the classic
video game “Where
in the World is Carmen San Diego?”, at least in the sense of requiring
movement around the world.
- Adherence to the rules and game play of the original game is NOT
required!
- Teams of players compete to gather and
use
clues and other devices, to make guesses and/or complete various tasks in an atttempts advance in a quest
to win the game, e.g. to find Willy above.
- Game play must involve cooperative interaction amongst the
team members to enable their team to win.
- Winner is first team to complete the objective of the game.
- The game MUST have a winner and the game must be winnable in about a
15-20 minute timespan so that an entire game can be played during demo
day.
- The number of teams must be at least 2 and can be fixed or
dynamically determined.
- The total number of players must however be unbounded.
The game should be able to handle at least 20 players.
- Clues and/or other game devices are “virtually” placed in real locations around the globe.
- Real geolocation data and services, e.g. NASA WorldWind, are used in
conjunction with and interacting with the game application.
- Game consists of multiple client implementations that connect to a
central game server and possibly amongst themselves as well.
- Team members can communicate and share information.
Specifications
- Real geolocation service, e.g.NASA WorldWind, is incorporated into the
system.
- Different client implementations can all interoperate during game play.
- The client's ability to play the game is independent of game server implementation.
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Official API specs will be discussed and finalized on Piazza.
Requirements
- Each development team will deliver
- One client implementation
- One game server implementation
- One sample "puzzle" or "quest".
- Full documentation
- Full UML diagrams in project source
- Full Javadocs in HTML form in project source
- Text document describing how to use the client and game server
-- This game User Manual should be
written in the course Owlspace wiki so that it is
easily accessible by the players.
- Tool tips on all components on GUI.
- 10% of the final project grade will be a single class-wide score
based on the percentage of development teams that deliver operational client
and game servers.
- Communication and discussion amongst yourselves is
required!
Due Dates
- See main class schedule for official times and dates.
- Project proposals are due BEFORE the first Milestone!
- 2 Delivery Milestones: One mid-process milestone and one
final delivery
- Full functionality required by Comp310 final exam time (demo day).
- Scheduled Comp310 final exam period will be used as a demo/game play
time.
- Functionality will NOT be tested beyond the demo time period!
- Corrections in the final submitted code, if clearly noted in the
documentaion, will be considered for partial (<50%) credit
on non-functionality seen on demo day.
- Final deliverables (final commit) must be submitted by 5:00 PM on the
last day of the final exam period.
Reference Links
Not all the material below may be required!
© 2017 by Stephen Wong