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Treasure Hunt Developed for Dr Richard Schoech School of social work, The University of Texas at Arlington Software team Parth Bhave Aniruddha Deshpande Chirayush Agarwal Sohil Bhayani Prathamesh Bongale 1) Requirements gathering Meeting 1 – 10/20/2006 Stakeholder interview with Dr. Schoech 1) What is the purpose of this game? To go beyond imparting knowledge about substance abuse and inculcate an attitude against substance abuse among users. 2) Can you describe the user profile? 13 to15 years and 16-18 years age. 3) Can you please describe your ideas for such a game? We want a website based game. We have some previous games developed in Flash. (Dr Schoech gave us a few sample game format from his project website. We were told that we could come up with our own format.) 4) Can you show us some sample games? We were shown a game from the existing website www.sapvc.org. After choosing the age group, sex and theme, the game flashed a sequence of questions and scored the answers. 5) Where do the questions come from? Do we have to generate them? We have a database of relevant questions. You do not have to generate the questions. 6) Which database is it? Can you give us a sample of the database? We are using MS Access. 7) Can we talk to anyone else regarding technical issues? You can talk to my GRAs Gokul and Sagar. (They were both present for the meeting). Email: Gokul – email@example.com Sagar – firstname.lastname@example.org 7) Any other things about the database? We want it to be a “shell”. We must be able to add, delete or modify questions without changes to the game format. We have used Java or Flash for previous games. Gokul added that the database has to use ASP. 8) Should it be a downloadable game? No. It should be played directly on the website. 9) Should it be multi player? We would be fine with single player game. 10) Any other issues to discuss? Dr Schoech wanted net IDs of our team members to allocate us a sub web (web space) on his project website. 11) When can we meet next? Preferably, you should contact me or my GRA by email. Decisions taken and tasks to follow 1) We will follow an incremental model. Solicit among team members nature of model (period and deliverables) and explain to customer. 2) Develop a game idea 3) Follow up on acquiring connectivity code 4) Examine the sample database 5) Send netIDs to Dr Schoech 2) Game idea The game will have a treasure-hunt theme. Initially, a world map will appear. A scrambled geographical clue will be shown alongside. If the user answers the question right, the clue gets unscrambled and the map will change to show a lower level of abstraction (continent, for the first question) For every question answered correctly, the map will show a subsequent lower level (the lowest being a country with a few dots representing main cities within it - one of the cities has the treasure The geographic clue is unscrambled if the player answers the question right - this will ensure that the player's knowledge of geography is not tested but his theme related skills (for e.g., refusal skills are tested). The game will continue until the user has reached the city with the treasure - this happens when all clues are unscrambled to finally give the correct city. Alternatively, the user can quit the game anytime by closing the browser window or going to some other page. Initially the user will be given three lives i.e. on answering the question wrong, he will be asked another question and he is allowed to answer at most three questions wrong. If the player reaches the city with the treasure he will have an opportunity to print a certificate with his nickname on it. 3) Requirements specification Date – Nov 3 2006 The game format was presented to Dr Schoech. Changes suggested and agreed upon are documented below: 1) Clues can be related to any subject – not only geography. The clues will be developed by the customer except for those required for test purposes. There are two types of answers in this game as explained below a) Answers to game questions. Any such answer is selected (only one choice is to be selected from among 5 choices given for each question) by the game player. The question here refers to an addiction related or any other social work related question through which the customer wants to impart knowledge to the player. Each instance of a game play will have 10 questions. The questions flashed will be related to the game theme itself, for example “refusal skills” is a theme. The player will be allowed to choose the theme at the start of the game from among the options (how many) given. Each question will have multiple choice answers (5 choices) – one of which must be chosen. The customer may modify the content (not schema) of the database in order to make content changes, that is, insert, delete or modify questions or answers. Any tool for making database modifications will not be developed by this software team. The game must work independent of any content changes made to the database content. These questions and their multiple choices for respective answers will be developed by the customer except for those required for test purposes. The questions and their multiple choice answers will be stored in an MS Access database which will be developed and provided by the customer. b) There will be a series of 10 clues for each instance of a game play. Each clue is linked to (related to the subject of – the name or a description of the subject to which a clue belongs need not be stored) a particular “answer” and consists of a text and a picture. The answer here is different from that defined in a). An answer of this kind would be “cat”. Related clues could be - a picture of green eyes of a cat with the text “eyes of the animal” - a picture of the tail of a cat with the text “tail of the animal” There would be 10 such clues for every answer (answer as defined here in b)). These clues would logically lead to the answer (as defined here in b). In the above example, the eyes, tail and other aspects related to a cat form the 10 clues. By looking at them in a sequence, the player may be able to guess the answer “cat” depending on the player‟s intelligence and knowledge. This answer, if and when guessed correctly by the player, will mean that he wins the game without answering any further (question defined in a)). This answer will be chosen randomly by the game software at the beginning of the instance of the game play and will be unknown to the player till either he guesses it correctly or it is displayed after all (questions as defined in a)) have been answered correctly. The picture dimensions for every clue are fixed (150X150 pixels) and the same for every clue. The answer as defined here in b) is a string – may have multiple words consisting of alphabets – may include both upper and lower case – words may be separated by spaces – the maximum number of characters is 30. When the game starts, each correctly answered question (question and answer as defined in a) pops up a new clue and a new question (as defined in a). When the sequence of (all 10) clues for the answer (as defined here in b) is exhausted, the answer (as defined here in b) is displayed and the game ends. The answer and clues (as defined here in b)) will be developed by the customer except for those required for test purposes and will be provided to the software team in an MS Access database. 2) Throughout the game, there will be a text field on the screen, which will allow the player to type in a guess for the answer (defined in b) in 1)), based on clues displayed or otherwise. If the answer is guessed right, the game ends with the player winning. The text field will restrict the user to enter the answer in the format for the answer defined in 1) b) 3) The player is given 3 lives at the start of the game – he is playing one of the lives – so he has 2 extra lives. Whenever a question is answered wrong, one life is deducted and a new (extra) question is flashed. Whenever all 3 lives are exhausted, the player loses the game. Hence, when the 3rd life is exhausted, no extra question will be flashed – the game will be lost. Hence the player can get at the most, 2 extra questions. 4) The clues will be related to the answer that will end the game. This answer is different from the answer that the player selects from among multiple choices for each question. An example of this answer is “cat” as explained in b in 1) 5) The game starts with asking the player for a nickname, his age group (one among 13-15 or 16-18) and sex. Nickname can be a string – may have multiple words consisting of alphabets – may include both upper and lower case – words may be separated by spaces – the maximum number of characters is 30. The nickname will be processed to ensure that it is not among any of the words in the database of profane words. The profane words database will be provided by the customer in MS Access format. The age group and sex determine the questions being flashed. The nickname will be stored if the user makes a high score, along with the high score in an MS Access database. Along with the nickname, age group and sex, the user will also be asked to choose one from among ? themes. The questions flashed will only be those for that game theme. The game theme to which a question belongs, will be stored by the question – answer database as defined in 1), by the customer and will be provided to the software team in an MS Access database. 6) The top 10 high scores and the nicknames of the players who scored them will be stored in an MS Access database by the game software. 7) A certificate will be displayed for the user on the screen if he wins the game. The nickname will be displayed in the certificate and the user will be allowed to print the certificate. Further, the certificate will also include the score made by the player in the game for which the certificate is being displayed. If the player has made a score greater than the lowest score in the list of high scorers at that time (stored in an MS Access database), the rank of the player in the highest scorers list will also be displayed in the certificate. 8) The scoring mechanism will work as follows. At the start of the game play instance, a score of 3000 will be stored. For every question answered wrong, 1 life will be used up and the score will reduce by 1000. The score will be reduced by 100 for every question answered. Thus, if the player guesses the answer (as defined in 1) b)) correctly after answering n questions right, his score = 3000 – (100 * n). A player who guesses the answer (as defined in 1) b)) will have a score of 3000. 9) The game must work in the Internet Explorer 6 or higher browser on a screen resolution of 800 * 600 on an Intel Pentium 4 processor based PC or equivalent with at least 128 mega bytes of RAM. With the above configuration, the game (flash movie screen) must be displayed within a single window of the browser within a single screen assuming the presence of only the menu bar, the address bar and a single line of browser tabs or equivalent space occupied at the top and space for scroll bars at the left and bottom. 4) Requirements analysis and design 4.1) Data flow diagrams Level 0: DFD Level 1 : DFD Level 2: DFD 4.2) Process specifications 1.1 Get Data and Command: This process will take in user data. 1.2 Process User profile: This process takes in the data (nickname, age group and sex) entered by the user and interacts with the profane words database to ensure that the data does not contain profane words. It will then send this status to process 1.3. 1.3 Process Status & Command: This will store the profile of the user in the database depending upon the status input from process 1.2. Also, it processes commands coming from 1.1 2.1 Game Engine: It accepts all the processed data and command from process 1.3 and depending upon the inputs will invoke processes (the description of which follows) to : a. Ask questions to the user b. Validate the answer given by the user. c. Depending on the status give next clue. d. Make any changes in the display 2.2 Ask Questions: It gets random questions from the database and sends them to 2.1. 2.3 Give Clues: Whenever called by the process 2.1, it will request a new clue from the database and give it to the process 2.1. The clues will belong to a common theme that is chosen randomly at the start of the game. (For eg, "a cat"). 2.4 Validate Answer: This will take in answers from process 2.1 and will compare them with the database to check the answer is correct and will return its status back. 3.0 Display: This will take in the signals from the process 2.1 and displays it on the screen. 5) Initial interface design 6) Architectural design Main P 1.1 P 1.2 P 1.3 P 2.1 READ READ PLAYER PROFANE & GAME WORD LIST STATS P 2.2 P 2.3 P 2.4 P3 READ QUES & READ ANS CLUES DATABASE DATABASE 7) Test cases Test Case 1 – Game Start (Checks requirement no. 5) Step Procedure Success Criteria Outcome 1. Check if asking for nickname Textbox appears which asks for nickname 2. Check if asking for age-group There is drop down menu with the options of age-group „13-15‟ and „16- 18‟ 3. Check if asking for sex There will be a drop down menu with the options of „male‟ and „female‟ 4. Check the database whether it The database should store the above stores the above variables variables. 5. Check what kind of questions The questions should be asked for are asked that particular age-group and sex. Test Case 2 – Lives (Checks requirement no. 3) Step Procedure Success Criteria Outcome 1. Check if initially 3 lives are On the top right of the screen whether 3 given lives are shown. 2. Check to see whether lives For every wrong answer, lives should are properly calculated be reduced by 1. 3. Check to see whether only 3 When the lives shows 0, the game lives given. should end and show that the player has lost. Test Case 3 – Guessing Text field (Checks requirement no.2) Step Procedure Success Criteria Outcome 1. Check whether text Play the complete game and check if the text field is there box remains throughout the game. 2. Check whether it works At any point in the game give the right answer and check if the game ends 3. Check for wrong Now try giving the wrong answer at any answer point in the game. It should show wrong answer and the game should continue normally. Test Case 4 – Question Rolling (Checks requirement no.1) Step Procedure Success Criteria Outcome 1. Give the right A new clue and a new question should be shown. answer With each new clue a picture of fixed dimensions should be shown. 2. Give the wrong No new clue but new question should be shown and answer lives should be subtracted by 1. Test Case 5 – End of game (Check requirement no. 5 and 6) Step Procedure Success Criteria Outcome 1. Check after you‟ve lost the After the game has been lost show game “Game lost – Try Again” 2. Check after you‟ve won After the game is won, show a certificate the game with the nickname of the person printed on it. 3. After the game is over, The players database should be stored in check database of statistics the file. Test Case 6 – Scoring of the game (Checking requirement no. 8) Step Procedure Success Criteria Outcome 1. Start the game and play the game Check if the score is reduced by giving the right answers. 100 for every right answer. 2. Give a wrong answer and then Score should be reduced by 1000 check Test Case 7 – Configuration of the game (Checking requirement no. 9) Step Procedure Success Criteria Outcome 1. Open Internet Explorer 6 and a All the above functions should resolution of 800 * 600. work properly.
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