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CRICOS Provider No. 00103D Page 1 of 4ITECH 7201 Software Engineering: Analysis and DesignAssignment 2OverviewFor this assignment, you will logically extend the functionality of the Maze Game introduced duringthe lectures, via the modification of the code base as well as documentation and implementation ofvarious user stories. This is a paired assignment. However, in case of an exceptional situation (if thenumber of students in a group is 3), the group should take special permission from the Lecturer.Timelines and ExpectationsPercentage Value of Task: 35%Due: Sun Oct 19, 2021 – 23:59 (Week 11)Minimum time expectation: 25 hoursLearning Outcomes AssessedThe following course learning outcomes are assessed by completing this assessment:• Understand the significance of detailed project planning and control, good communication anddocumentation and the use of appropriate tools in order to provide a quality product• Understand the distinction between software engineering and programming, and thus the distinctionbetween a software configuration and a program.• Understand the methods and techniques involved in designing, implementing and maintaining aninformation system, in particular using an object-oriented approach• Understand how unit tests are used during software development to assist in agile programmingtechniques such as refactoring• Work together in small teams to complete a fully documented, detailed design and implementationof a small business information system• Demonstrate skills in designing and implementing an information system• Demonstrate skills in designing Unit testsAssessment DetailsYou are required to logically extend the functionality of the Maze Game introduced during lectures,via the modification of the code base as well as documentation and implementation of various userstories. You will use the Boost methodology discussed during lectures, which requires the use of pairprogramming. All documentation, other than the customized game map, must be completedindividually.The code base provided for this assignment has already implemented the “warm up” and some “sets”.You will be implementing numerous other “sets” for this assignment using the Boost methodology.The “warm down” stage is not required.You are free to take ideas discussed during lectures and implement these in your own version of thecode base provided in Moodle for this assignment.CRICOS Provider No. 00103D Page 2 of 4This assignment will be marked according to the functionality of your code, in addition to the eleganceand extensibility of your design and the quality of your documentation.Note: It is recommended that you spend some time familiarising yourself with the provided code baseprior to beginning any work on this assignment. You should start by spending some time exploring thestructure of the code to gain an understanding of the roles each class plays within the system and thencomplete Lab 7-8.Assignment RequirementsIn Pairs:1. Design and implement a custom environment for your maze game. This requires producing your ownunique hand-drawn map of the maze game environment and changing the HardCodedData file toreflect the locations and items on your map. At least M (M>=7) locations, and at least N (N>=4) shopswith a condition M>N, must be included, as well as enough items to allow for proper testing of thegame functionality. For example, there must be sufficient items to verify that a player cannot collectan item if the weight restriction has been met. Note: you should not retain the original locations oritems from the provided code base in your version of the game.2. Implement each of the following deliverables/milestones:a. functionality as detailed in Lab 7 and Lab 8b. commands to manage the various item management commands:i. listItems, getItem, and dropItem, to allow the listing of all held items, collect a newitem and drop a held item.ii. equipItem and unequipItem, to wear / wield a held item, and to stop wearing orwielding an equipped item.iii. purchaseItem and sellItem, to buy an item from a vendor and to sell an item to avendor.iv. getmazestatus to show the status of the maze (i.e., value of M and N)v. flee/use potion command – used in danger.vi. join/change/leave a Partyvii. talk to characterviii. help commandEnsure that weight restrictions are not exceeded and that the context for each command isappropriate. For example, purchasing and selling of items should only occur in a shop.c. Basic combat functions, allowing a player to attack or to be attacked by a non-player character(NPC). A player may flee combat or continue to attack until such time as one combatant losesall life points. The end result must not be hard-coded, and neither the hostile NPCs nor playermay have their attributes configured in such a way that the final outcome is pre-determined.Note that combat functions should only be available when the player is in the presence of ahostile NPC, and combat may take whatever form is appropriate for your game context ratherthan being limited to just hits with a weapon.d. Collectable items that, when used, restore life points to a player. The number of life pointsregained should be determined by the roll of 2 six-sided dice up to the player’s maximumhealth. You can elect to allow these to be used during combat if you wish.CRICOS Provider No. 00103D Page 3 of 43. Write Three Unit test cases for each of the methods you are developing in this assignment.You can write the test cases in any Java framework, but Junit is preferred.4. Prepare a short (5-7 min) video presentation to demonstrate your software/program as if you aregoing to sell this software/program to a prospective customer. The presentation must contain thefollowing items:a. A demonstration of the game from start to finish – how the game play works and how thiswas implemented.b. Explanation of the role of design patterns in the game, clearly identifying the functionalitywhere design patterns have had an impact and how this has occurred.c. An analysis on the use of a development methodology in creating the game describing howdid this assist or make the development of the game more complicated.This presentation will be assessed based on the clarity and accuracy of the explanations and howclearly it demonstrates an understanding of how the game was coded, the design patterns used andthe impact of using a development methodology.Individually:Prepare an individual report, to be submitted as a Word document or a PDF, which includes:a. The student number and name of each person on your team (including yourself)b. User stories for each of the deliverables/milestonesc. Class diagrams for Lab 7 and Lab 8d. Sequence diagrams for two (2) of the item management commands, taken from separategroupings (i.e. you will not get credit for both getItem and dropItem as they are both in group (i)above)e. A statement of your own personal contribution to the assignmentf. A statement of your partner’s contribution to the assignment.WARNING: Do not work with your partner or any other person to complete your individual report.These must be unique and your own work.Please note that assignment will NOT be marked, and zero marks will be allocated if the individualstatements of personal and partner contributions are not submitted.SubmissionEach student must submit a single .zip file which contains all assignment files in the Assignment 2submission box provided in Moodle. Submission files include a clear photograph or a scanned imageof your hand-drawn map, code for each deliverable/milestone, presentation file, and an individualreport containing your student number, name, your partner’s student number and name, diagrams,user stories and contribution statements. A link to your demonstration video – anonymous link onYouTube – should be in your report.CRICOS Provider No. 00103D Page 4 of 4FeedbackAssessment marks will be made available in fdlMarks, feedback to individual students will be provided viaMoodle within three weeks from the submission date or as direct feedback during your tutorial classAcademic MisconductTo submit your assessment task, you must indicate that you have read and understood, and comply with, theFederation University Australia Academic Integrity and Student Plagiarism policies and procedures available athttp://policy.federation.edu.au/learning_and_teaching/compliance/academic_integrity/ch02.php.You must also agree that your work has not been outsourced and is entirely your own except where workquoted is duly acknowledged. Additionally, you must agree that your work has not been submitted forassessment in any other course or program.Federation University General Guide to Referencing:The University has published a style guide to help students correctly reference and cite information they usein assignments. A copy of the University’s citation guides can be found on the university’s web site. It isimperative that students cite all sources of information. The General Guide to Referencing can be purchasedfrom the University bookshop or accessed online at: https://federation.edu.au/library/guides/referencingCRICOS Provider No. 00103D Page 5 of 4Marking Criteria/Rubric Student ID:Partner ID:Student Name:Partner Name:Pre-Requisite for marking• Statement of personal contribution and partner’s contributionTasksAvailableMarksMarksObtainedPaired Tasksa. Functionality as detailed in Lab 7 and Lab 8b. Keeping the provision of taking the values of M and N while the program is inexecutionc. Hand-drawn map detailing custom game environment, implemented in the game,with at least M different locations including exactly N shop(s), and items to allow forfull testingd. Item management commands:e. Implement of combat sequences between a player and hostile NPCs, includingvariable outcomes and the ability to fleef. Implementation of collectable items used to restore a player’s life pointsg. Unit Testsh. Video presentation—from start to finish (including combat) by all group members666222244441061220Individual WorkIndividual report containing team details and:a. User stories for each of the deliverables/milestonesb. Class diagrams for Lab 7 and Lab 8c. Sequence diagrams for two of the item management commands from differentgroups101010Total/ 120Final/ 35 I. listItems / getItem / dropItem II. equipItem/unequipItem III. purchaseItem IV. getmazestatus V. flee / use potion VI. join/change/leave a party VII. talk to character VIII. help command

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