ITECH XXXXXXXXXXAssignment 1 Specification
ITECH7201 Software Engineering: Analysis and Design
CRICOS Provider No. 00103D 1817 ITECH7201 Assignment 2 specification.docx Page 1 of 6
Assignment 2
Important Note
This assignment requires the use of a provided code base. You must use the code provided in the Assessment section
of Moodle. Do not use code given to you by another student (or past student) as you will be awarded ZERO MARKS for
the assignment task.
Overview
You are required to modify and logically extend the functionality of a provided code base to implement a game. This
equires you to modify the code base as well as create documentation and implement various user stories.
You will use the Boost methodology discussed during lectures, including using Paired Programming to complete this
assignment. You must work in pairs, unless you have received explicit approval in writing from your lecturer to vary this
equirement.
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
equired.
You are free to take ideas discussed during lectures and implement these in your own version of the code.
This assignment will be marked according to the functionality of your code, in addition to the elegance and extensibility of
your design and quality of your documentation.
Note: It is recommended that you spend some time familiarising yourself with the provided code base prior to beginning
any work on this assignment. You should start by spending some time exploring the structure of the code to gain an
understanding of the roles each class plays within the system and then complete Lab 7.
Timelines and Expectations
Percentage Value of Task: 20%
Due: 23:55 Sunday 30th October 2018 (week 11)
Minimum time expectation: 20 hours
Learning Outcomes Assessed
The following course learning outcomes are assessed by completing this assessment:
• S1. Apply software design principles to design and document software that utilises design
patterns
• S2. Analyse source code and develop comprehensive unit test suites
• S3. Operate CASE software to document the design of a piece of software
• S4. Apply refactoring to identify poor programming practice in existing source code and
improve its structure and readability
• S5. Apply an appropriate software development methodology to the development of a
software system
CRICOS Provider No. 00103D 1817 ITECH7201 Assignment 2 specification Page 2 of 6
Assessment Details
Where In The World Is Carmen Sandiego was a popular edutainment computer game first released in 1985 by
Brode
und Software Inc. Players performed the role of a detective who travelled around the world finding clues to track
the villain and solve various crimes committed by a gang led by Carmen Sandiego. When enough clues were found to
identify the villain, a wa
ant would be issued, the villain a
ested and a trial held to see if the co
ect person had been
a
ested. Eventually, after solving a number of cases, Carmen Sandiego herself could be captured, which would earn the
detective a place in the ACME Hall of Fame. A fully-functional emulator for this game is available at:
https:
archive.org/details/msdos_Where_in_the_World_is_Carmen_Sandiego_1985
Your task is to implement your own version of this game, in which a detective will attempt to solve a crime by travelling to
various cities around the world. At each city, the detective will explore the location and speak with local people to
discover clues to identify, track and ultimately a
est the culprit.
This assignment must be completed in pairs.
1. Design and implement a custom environment for your game. This requires:
a. Creating your own hand-drawn representation of the world map and changing the HardCodedData file to
eflect the details on this map. This needs to include:
i. at least four (4) locations to travel through, in addition to the starting location of ACME
Headerquarters. One of the four custom locations is to be the place where the villain is hiding,
hoping to avoid capture. These locations form the path the villain has followed and the detective
will need to trace in order to locate the villain. This path must be clearly identified on the map.
ii. Sufficient additional locations for alternative destinations so that the detective must use clues to
determine the co
ect path to take.
iii. names and student ids of the team members who created the map.
. Compiling a list of at least six (6) suspects and their identifying features, one of whom must be the villain.
These suspects must be unique so that it is possible to find clues to eliminate all but one of the suspects
from the search.
c. For each location, including the locations that are not part of the co
ect path, documenting the non-
player characters and the clues, as well as any additional items you may choose to include, that will be
available in that location. You may use a generic set of non-player characters and / or clues for locations
that are not on the co
ect path if you wish. The final location will need to include the villain as one of the
non-player characters. The clues must enable the villain to be identified as well as allowing the detective
to follow the co
ect path.
IMPORTANT NOTE: If you co
ectly apply the design patterns in your assignment code, all of this game play-
specific data will be in the hard-coded data file, separated from the code that controls the behaviour of your
game.
2. Implement each of the following deliverables / milestones, using the design patterns covered in classes:
a. functionality as detailed in Lab 7 and Lab 8. You may customise the names of commands to better suit
the context, for example: move may be better represented by fly.
. commands to enable game play for a minimum of one case. You may customize these commands to
suit your variation of the game, but at a minimum, need to include:
i. allowing a user to identify and read clues, be these from items in the location or through
interacting with NPCs in each location.
https:
archive.org/details/msdos_Where_in_the_World_is_Carmen_Sandiego_1985
CRICOS Provider No. 00103D 1817 ITECH7201 Assignment 2 specification Page 3 of 6
ii. entering details of known villain attributes from clues for Interpol to compare these attributes with
the list of subjects to identify a list of suspects who match the attributes provided. This may be
epeated as often as required, with the intent being to eliminate all suspects bar one so that the
true villain can be identified.
iii. issuing a wa
ant from Interpol once only one suspect remains as per b) ii. The detective must
e ca
ying a wa
ant for a suspect in order to a
est that particular suspect, and only one wa
ant
may be ca
ied at any time.
c. The ability to a
est a suspect. This command must be context-specific, so it is only available when the
detective has been issued a wa
ant, and only when a suspect is present in the cu
ent location. The
detective must only win the game if the co
ect suspect has been a
ested.
3. Produce a short video (up to 5 minutes) and upload this to YouTube as an unlisted file. A link to view this on
YouTube must be submitted with your assignment. All team members must actively participate (be visible
throughout the recording and contribute equally to the discussion) in the video to:
a. Provide a demonstration of the game – how the game play works and how this was implemented
. Explain the role of design patterns in the game, clearly identifying the functionality where design patterns
have had an impact and how this has occu
ed.
c. Reflect on the use of a development methodology in creating the game. How did this assist, or make the
development of the game more complicated?
This video will be assessed based on the clarity and accuracy of the explanations and how clearly it
demonstrates an understanding of how the game was coded, the design patterns used and the impact of using a
development methodology. All required design patterns must be implemented to be eligible for full credit for this
component, otherwise marks will be available on a pro-rata basis. All team members must contribute equally to
the discussion and be visibly involved in the demonstration. The quality of the video itself will not be assessed –
using a mobile phone to record this is fine. If you do not have access to recording facilities, please speak with
your tutor prior to week 9 to make a
angements to have this recorded.
4. Prepare a 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
. User stories for each of the deliverables / milestones
c. Class diagrams for Lab 7 and Lab 8
d. Sequence diagrams for any two (2) of the game play commands of your choice
e. A link to the YouTube video demonstration
Individually
5. Prepare an individual report that includes:
a. A statement of your own personal contribution to the assignment
. A statement of your partner’s personal contribution to the assignment.
Please note that assignments will NOT be marked and zero marks will be allocated if the individual statements of
personal and partner contributions are not submitted.
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Submission
Each group must submit a single zip file which contains all the assignment files. This includes a photograph or a scanned
image of your hand-drawn map with the locations, suspects and clues, source code for each deliverable / milestone, and
your group report. Each individual must also submit their own individual report of contribution statements.
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Marking Criteria/Ru
ic
Student ID Partner ID
Student Name Partner Name
Pre-Requisites For Marking – Individual Task
• Statement of personal contribution and partner’s contribution. Note that partners may receive
different marks to reflect individual assignment contributions.
Task Available
Marks
Student
Mark
Paired Tasks – Note: penalty of half the available marks for work completed individually