OVERVIEW
In this assignment student will demonstrate their competency in developing a program in a team using fundamentals of programming such as variables, conditional and iterative execution, collections (list, dictionary or tuple), method, packages and OOP.
The assignment consist of induvidual and group element which will be completed by 4 – 6 students in a team. The entire assignment are divided into four parts which covering (A) program development, (B) individual portfolio, (C) presentation/demonstration and (D) peer review.
You and your team are highly advised to carefully design the game structure and distribute the component evenly to each member. The program required collective effort and a good teamwork. Therefore, every member must contribute by designing and developing the component assigned and then integrate into the main program. Working alone/in silo may resulting in unfavourable outcome / marks for the module as a whole.
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ASSIGNMENT REQUIREMENT
Project: Developing a Turn-Based Battle Game
Your team has been assigned to develop a console or GUI turn-based battle game. The game allows player setup his/her team which made up of a numbers of units (default is 3). Each unit has a name, health point (HP), attack point (ATK), defence point (DEF), experience (EXP) and a rank. On top of that, a unit can be either a Warrior or Tanker which having different strength in different range for ATK and DEF point. The initial value for each attribute point are describe in the details requirement in Part A – Table 1.
The game will then setup another team belongs to AI which made up of same number of unit as the player’s team. The type of unit will be assigned randomly by chances. The name of each unit will be specify by the player while the name of each unit for AI team will be defined with prefix with “AI” follow by 2 random digits i.e. AI87.
A player can select a unit from his/her team and attack the other unit (the target) in the opponent / AI team. Unit which are severely damaged (i.e. HP equals to less than 0) will be defeated and removed from the team. The team (player / AI) which destroy all the opponent units first will be declared as winner of the game.
PART A – Program
At a minimum, the program must contains the following core features:
Features
Game Setup
This features allows player to setup a team of 3 units and select which
profession (Warrior / Tanker) each unit will be. This features allows
player assign name for each of the unit. The initial point for each
attributes within a unit are assigned with the following rules:
Table 1: Example of initial value for each attribute point within a unit. Student may define their own range for ATK and DEF based on their game setting
This features then will setup the AI team which consist of 3 units with random name and profession as mentioned earlier.
Player Attack
This features allows player to select a unit from his/her team to attack and then select another unit from the opponent team as the target. The program will then initiate an attack based on the selected unit and the target. The attack resulting the health (HP) of opponent being deducted/no effect and both selected unit and targeted unit will gain experience (EXP).
The following are sample calculation / game rules when an attack take place:
Damage = attacker.ATK – target.DEF + (random between
negative 5 to 10)
target.HP deducted based on the calculated damage point.
attacker.EXP increase based on the calculated damage point.
Target.EXP increase based of its DEF point.
Extra EXP i.e. 20% – 50% gained by the targeted unit when the
following incident happens:
o Damage point more than 10 (gain extra 20% EXP)
o Damage point equal or less than 0 (gain extra 50% EXP)
A unit will be promoted (level up) when the EXP point reached 100.
Rank will be updated upon promotion.
EXP will be deducted by 100 point.
A unit will be removed from the team when the HP become 0 or less.
AI / Opponent Attack
Once the player completed an attack, the AI team will then take its turn to initiate an attack. Same rules applied on the damage and experience point calculation above.
You as the game developer will need to define your own logical/creative algorithm for the AI team to make the unit and target selection.
User Interactivity
The program allows player (user) to interact via console/python shell by asking question(s), getting input from keyboard, and provide options for actions. Note: Higher marks can be obtained if GUI application is develop (See enhanced features below)
Game Message
The program should display necessary messages i.e. status of all unit at the point of request, battle information, etc
Event Log
The program should record all game event, timestamp and its details and save in a plain text file on the local machine.
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PART B – Individual Portfolio
An individual portfolio must be produce by every member within a team to document their individual contribution and to demonstrate their competency in designing, implementing, test and debugging part of feature/algorithm within the program. Each member must produce a report covering the technical context i.e. flow chart for the algorithm/function, source code, test plan/procedure and the test results. Besides, each member must prepare a personal learning reflection report towards this assignment.
The purpose of the personal learning reflection is to allow each individual student to summarise the insights and experiences he/she has gained from this assignment / class activities within the module (Introduction to Programming) at PSB Academy. Students are required to highlight their own personal perspectives, opinions and feelings. It provides an honest summary of the work undertaken throughout the module, and the skill sets that were developed.
The key of the assessment criteria is based on how well the student demonstrated genuine engagement with the module, and how well he/she apply the Python coding skills in the group project, or any other related class activities.
Below are the breakdown items required for the individual portfolio report (report outline):
1. Cover page.
2. Introduction
3. Technical Report (on assigned program feature – one only)
4. Personal Learning Reflection Report (~600 – 1200 words)
a. Challenges encountered and how it was overcome.
These are typically short summaries of moments that significantly enhanced your learning in this module. The challenges / critical incidents can be either positive or negative experiences which provided strong opportunities for your professional development. When writing about such incidents, you should reflect on the ways that they prompted new skill development, or provided enhanced understanding of course material.
b. Sense of achievement with evidence
This part of reflection provides written evidence of your achievement. For example, you write about any accomplishment that made you feel proud, or any activities that you like to share as your success story.
c. Personal statement / Conclusion
The Personal Statement provides an opportunity for you to summarise your newly developed skills and professional philosophies. Based on the experiences you’ve gained, how would you describe yourself professionally? How will you use the skills you learnt in your professional development in the future?
PART C – Presentation / Demonstration
Each group will be required to give a 10-12 minutes presentation with the aid of presentation slides and a live demo of their program. The presentation will be judged based on the following criteria:
Clarify of presentation / demonstration
Flow of presentation / demonstration
Audience engagement
Teamwork
0 marks will be awarded for absentee(s).
PART D – Peer Review Evaluation Form
The peer-review evaluation provided opportunities for all students to rate their peers in working together in this assignment. The evaluation criteria are as follow:
Effort of Contribution
Teamwork sprite / effectiveness
Participation in Meeting and Discussion
Do ensure you rate each and your peer rationally and fairly as this is a single attempt evaluation. All students must complete this evaluation or will be resulting in 0 marks to be awarded in the assignment.
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