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Overall Project Organization

We use the first 9 weeks of the term for design and construction of projects. Week 10 is reserved for final presentations. A more complete schedule is available.

We will begin with all teams working on a common project that will be due at the end of week 4. That's a very tight schedule, and I will encourage you to scope it appropriately and approach it incrementally, to minimize the risk of not having something good to turn in at the deadline. Project scoping and risk control are core Software Engineering skills

You will have the option of switching to another project of your own choosing (with my approval) in week 5, but I encourage you to at least strongly consider making a second iteration of the same project.

Project 1 Overview

The Game Rules Reader Dragon

Background

Learning the rules for a new game can present challenges, particularly for computer and multi-player role-playing games (RPG). The rules for these games are complex and may, additionally, require significant understanding of certain aspects of networking and other computer technology. Communicating game information including such things as installation, networked play, character building, in-play rules, and so on becomes a balancing act. For the experienced RPG player, very little information may be needed. For the novice ("n00b") there is likely to be a significant learning curve requiring detailed explanations of many aspects of the game. A rule book suitable for the novice is likely to be tedious and difficult to use for the expert. Conversely, a rule book designed for experts is likely to leave a novice bewildered. We would like to be able to help readers with a variety of skill levels and purposes learn game rules by providing a reader that supports learning and even adapts to the needs of different kinds of readers.

Example Scenario

T. Rex is an expert gamer who has been playing massively-multiplayer RPGs for several years. He's recently purchased a new RPG, the Dragon's Revenge that supports both individual and on-line play. He would like to get up to speed on the game quickly be reading the back story and aspects of character creation and game play that are unique to this game.

An example of a typical set of RPG rules can be downloaded here. For this prototype, you should do something simpler (e.g., a smaller game or a subset of the rules).

Basic Requirements

The Game Rules Reader (GRR) provides an engine for presenting game rules (and associated information) to an individual on a computer screen. Minimally, the GRR should provide the capabilities of a basic hyper-text document reader such as:

**The basic GRR should support simple customizing of the reading experience. The person writing the rules (we'll call a "Writer") can indicate at least two classes of users. The Writer can then designate whether any given part of the document will or will not appear for the indicated class of user.

Creative Opportunities

The GRR is a wide open platform for possible improvements. While many different kinds of improvements are possible for any kind of document reader, we are particularly interested in creating readers that will allow a Writer to choose different presentation strategies for different classes of users. For example, one that would give a novice user a narrative or instructional presentation of the rules at any desired level of detail. Conversely, give the experienced user a shortened version focusing on differences from common practice in RPG games. Teams may want to consider or even add simple features along these lines for the first version of the GRR.

For teams wishing to extend the GRR in the second half of the course, such improvements may also be considered then. This project is the suggestion of Prof Steve Fickas and related to our CampusReader project that focuses on developing a reader for science textbooks (i.e., treating science as a rule-based game). The project is particularly interested in textbook readers who have reading comprehension issues (some studies put this at 25% of the college population). The CampusReader project can employ strategies that assess a reader's understanding. Consider how you might test a player's understanding of game rules. Self-test questions at end? Vocabulary quiz? Match game screenshots to text descriptions?

Project 2

Teams have the opportunity of either continuing to enhance the Game Rules Reader or to do a project of their own choosing. The options are described in more detail below. For either option, you should plan or presenting a written proposal to the instructor in the form of a draft Concept of Operations.

Game Rules Reader II

The objective of the second version of the GRR will be to move from a passive reader to an application that actively engages the reader to improve attention, comprehension, or understanding. Where GRR1 required the reader to choose how the rules would be presented, GRR2 may actively assess the reader's capabilities and adjust its presentation accordingly. Examples of such capabilities include:

Other requirements:

Version 2 of the reader should provide a high-quality user experience. Where this has not already been done, the reader will need to be revised to provide a full set of navigation controls and well-formatted "pages" that are easy to read. We will define a complete set of these requirements for GRR2.

Team-Chosen Project

Your team may elect to do a project of your own choosing. A good project idea will include:

Proposals for an team-chosen project should be implemented in two stages: First, come up with brief descriptions of two or three possible project concepts and discuss these with the instructor to choose a project to pursue. Second, create a written proposal for the project in the form of a draft ConOps.