Design and Implement a Custom Environment Assessment
- Country :
Australia
1. Design and implement a custom environment for your maze game. This requires producing your own unique hand-drawn map of the maze game environment and changing the HardCodedData file to reflect the locations and items on your map. At least M (M>=4) locations, including exactly N (N>=3) shops with a condition M>N, must be included, as well as enough items to allow for proper testing of the game functionality. For example, there must be sufficient items to verify that a player cannot collect an item if the weight restriction has been met. Note: you should not retain the original locations or items from the provided codebase in your version of the game.
2. Implement each of the following deliverables/milestones:
a. functionality as detailed in Lab 7 and Lab 8
b. commands to manage the various item management commands:
i. listItems, getItem, and dropItem, to allow the listing of all held items, collect a new item, and drop a held item.
ii. equipItem and unequipItem, to wear/wield a held item, and to stop wearing or wielding an equipped item.
iii. purchaseItem and sellItem, to buy an item from a vendor and to sell an item to a vendor.
iv. getmazestatus to show the status of the maze (i.e., the value of M and N)
Ensure that weight restrictions are not exceeded and that the context for each command is appropriate. 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 loses all life points. The end result must not be hard-coded, and neither the hostile NPCs nor player may have their attributes configured in such a way that the final outcome is pre-determined.
d. Collectable items that, when used, restore life points to a player. The number of life points regained should be determined by the roll of 2 six-sided dice up to the player’s maximum health. You can elect to allow these to be used during combat if you wish.
3. Write 3 (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 Power-point presentation to demonstrate your software/program as if you are going to sell this software/program to a prospective customer. The Power-point presentation must contain the following items:
i. A demonstration of the game – how the game play works and how this was implemented.
ii. Explanation of the role of design patterns in the game, clearly identifying the functionality where design patterns have had an impact and how this has occurred.
iii. An analysis of the use of a development methodology in creating the game describing how did 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 how clearly it demonstrates an understanding of how the game was coded, the design patterns used, and the impact of using a development methodology.