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<3 LessThanThre e The Ultimate Final Battle of Maximum Destiny

LessThanThree The Ultimate Final Battle of Maximum Destiny

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LessThanThree The Ultimate Final Battle of Maximum Destiny.

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Page 1: LessThanThree The Ultimate Final Battle of Maximum Destiny

<3

LessThanThree

The Ultimate Final Battle of Maximum Destiny

Page 2: 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:

Page 3: LessThanThree The Ultimate Final Battle of Maximum Destiny

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)

Page 4: LessThanThree The Ultimate Final Battle of Maximum Destiny

Group 3 – AI:• Team Lead

- Dane Vind (Artist)• Developers

- Morgan Bauer (Code Mercenary) - Kevin Andrews (Process Manager; Client) - Cliffton Goh - Stephen Quinn

Page 5: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 6: LessThanThree The Ultimate Final Battle of Maximum Destiny

Core MechanicsRequirement (3.1.1): Win/Loss

Conditions

Page 7: LessThanThree The Ultimate Final Battle of Maximum Destiny

(3.1.2): Cross-platform compatibility

Linux

Windows Vista

Windows XP

Page 8: LessThanThree The Ultimate Final Battle of Maximum Destiny

(3.1.3): A way to restart the game

Page 9: LessThanThree The Ultimate Final Battle of Maximum Destiny

(3.1.4): Save/load a game

Page 10: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

territories

Page 11: LessThanThree The Ultimate Final Battle of Maximum Destiny

(3.2.2): A custom settings screen

Page 12: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 13: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 14: LessThanThree The Ultimate Final Battle of Maximum Destiny

(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)

Page 15: LessThanThree The Ultimate Final Battle of Maximum Destiny

(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

Page 16: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 17: LessThanThree The Ultimate Final Battle of Maximum Destiny

(3.2.32): Add a menu bar

Page 18: LessThanThree The Ultimate Final Battle of Maximum Destiny

(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

Page 19: LessThanThree The Ultimate Final Battle of Maximum Destiny

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.

Page 20: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 21: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 22: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 23: LessThanThree The Ultimate Final Battle of Maximum Destiny

Design Process

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

Page 24: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 25: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 26: LessThanThree The Ultimate Final Battle of Maximum Destiny

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)

Page 27: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 28: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 29: LessThanThree The Ultimate Final Battle of Maximum Destiny

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.

Page 30: LessThanThree The Ultimate Final Battle of Maximum Destiny

AI Difficulty• Difficulty levels allowed by different AI

controlled empires

• Difficulty settings will allow a slight chance for easier/more difficult opponents

Page 31: LessThanThree The Ultimate Final Battle of Maximum Destiny

Original Code Breakdown

Em-piresWin-dow; Divi-

sion of Total Code; 8600;

85%

BreezySwing; Division

of Total Code; 1561;

15%

Division of Total Code

Page 32: LessThanThree The Ultimate Final Battle of Maximum Destiny

Original UML

Page 33: LessThanThree The Ultimate Final Battle of Maximum Destiny

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

Page 34: LessThanThree The Ultimate Final Battle of Maximum Destiny

Current UML

Page 35: LessThanThree The Ultimate Final Battle of Maximum Destiny

Thank You.Please feel free to ask

questions.