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2025-group-17

2025 COMSM0166 group 17

Your Game

Link to our game!

Your game lives in the /docs folder, and is published using Github pages to the link above.

Include a demo video of your game here (you don't have to wait until the end, you can insert a work in progress video)

Your Group

group-photo.jpg

Name GitHub Profile Email Role
Yishan Chen shandy-del [email protected] role
Yuetong Dong Catherinett-111 [email protected] role
Shuzhou Huang EnjoyerGG [email protected] role
Hong Jin h-d-jin [email protected] role
Yuzheng Li Kkan6 [email protected] role
Zhexing Yang ZhexingYoung [email protected] role

Kanban Board

https://www.notion.so/1827d976fa2680a4b440cbe594a6a63d?v=1827d976fa26807b9c51000c642e4ac8&pvs=4

Project Report

Introduction

  • 5% ~250 words
  • Describe your game, what is based on, what makes it novel?

Requirements

During the workshop in Week 4, we explored the process of requirement engineering by identifying various stakeholders and determining their expectations. To estimate the user value of our game, we utilized the onion model to hierarchically consider stakeholders and gather potential requirements beyond our team's initial scope. Outlining the epics and user stories helps us break them into smaller, manageable tasks, specifying what the team should build in each sprint cycle. This approach ensures clear and measurable requirements, detailing the time and effort required from the development team. By assigning smaller tasks to each team member, we minimize the impact of adjustments, keeping our team agile and adaptable. We also consider the diverse needs of different users, which allows each team member to focus on independent and achievable goals, thereby reducing the risk associated with complex objectives. The acceptance criteria are crucial for identifying deliverable outcomes and prioritizing solutions that work for most people. Furthermore, communicating requirements within the team enhances our ability to gather feedback among the team members and reflect on changes before modifying the actual code. With the help of it, we can be more flexible to the demands that change frequently, which fits the spirit of agile development.

Epic and User Stories

Epic 1: Players with different gaming experiences

As a player, I want to get inspired and relax during the gameplay, so that I can enjoy the game regardless of my previous gaming experiences.

User Story Acceptance Criteria
As a casual player, I want to save my game progress frequently, so that I can return to play without losing significant progress. Given the player reaches the end of each sub-level, When the player passes by a save point, Then the game saves the current progress and provides a confirmation message.
As an explorer player, I want to explore all the easter eggs and gain all the achievements, so that I can explore every interesting aspect and experience of this game. Given the player reaches the optional challenge level/room, When the player beats all the enemies in this room, Then they would gain different skill sets or bonus points.
As a competitive player, I want to see trackers for my performance, so that I can compare with other players. Given the player completes all the levels, When the end screen is displayed and the user enters their username, Then the player’s name and score are shown along with their rank on the leaderboard for that level.
As a new player, I want to learn the basic controls and terminologies, so that I can quickly learn how to play without frustration. Given the game is started for the first time, When the user selects "New Game", Then an interactive tutorial provides step-by-step guidance on moving, jumping, and collecting items.
As a story seeker, I want to meet all the items and unlock all the elements of the game. Given the player has finished all the levels, When every time play the game, Then new grap of the game will be achieved.

Note: The potential stakeholders are marked as bolded above.

Design

  • 15% ~750 words
  • System architecture. Class diagrams, behavioural diagrams.

Implementation

  • 15% ~750 words

  • Describe implementation of your game, in particular highlighting the three areas of challenge in developing your game.

Evaluation

  • 15% ~750 words

  • One qualitative evaluation (your choice)

  • One quantitative evaluation (of your choice)

  • Description of how code was tested.

Process

  • 15% ~750 words

  • Teamwork. How did you work together, what tools did you use. Did you have team roles? Reflection on how you worked together.

Conclusion

  • 10% ~500 words

  • Reflect on project as a whole. Lessons learned. Reflect on challenges. Future work.

Contribution Statement

  • Provide a table of everyone's contribution, which may be used to weight individual grades. We expect that the contribution will be split evenly across team-members in most cases. Let us know as soon as possible if there are any issues with teamwork as soon as they are apparent.

Additional Marks

You can delete this section in your own repo, it's just here for information. in addition to the marks above, we will be marking you on the following two points:

  • Quality of report writing, presentation, use of figures and visual material (5%)
    • Please write in a clear concise manner suitable for an interested layperson. Write as if this repo was publicly available.

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