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Home Page: http://robins.tech/jbt
SEPR Assessment 4 Coursework
Home Page: http://robins.tech/jbt
Each team is required to make a presentation of the finished game as if to an external client. The client, who will be an experienced software engineer or games developer, will question the teams about their games and may ask to see the accompanying marketing and technical information on the website. The presentation should assume that the client is interested in buying or marketing the product, and is thus aware of the requirements specified for the product (including the changes in Assessment 4). Whilst the client will be interested, in general, in major design decisions, the quality of the software, and the playability of the game, s/he is likely to be also interested in the potential market for, and extensibility of, the product.
The presentation will take place in a meeting room with access to the University computer network: within this constraint, teams can use any appropriate media, and any combination of team members may take part. The presentation should take at most 5 minutes.
Each team will be marked on the clarity and appropriateness of its presentation and its interaction with the client. Marking is independent of the client’s award (the prize!) for what s/he considers the best product.
The end of game screen only shows players 1 and 2's scores. It also does not show stuff like how many times each player caught the vice chancellor.
Instead of returning false for error or true for success, or an enum representing an error, normal exceptions should be thrown.
When making these changes make sure to update relevant tests, and any code that uses the method you're changing. We want to be very careful not to create more bugs.
Part of the marketing and technical information that the client may ask to see during the presentation.
Check the quality of existing tests and make any required changes.
For any tests that aren't documented, write a docstring about what they are testing
Market crashes when you buy more robotics than are available
We are going to use our own roboticon designs from assessment 2.
At the moment, a field in the player class is incremented when a player catches a vice chancellor.
The score at the end of the game actually needs to be updated due to this though.
The testing for scoring will also need to be updated to accomodate these new changes.
Do this on a separate branch and do not push changes to gh-pages until after assessment 3 marks are out
As the title says, the game will crash due to certain random events trying to set players resources to negative values.
If it returns the lowest scorer just change > to < in the comparator
The current start of game screen is ugly now we have 4 player support.
Make it look nicer
Support for up to 4 players.
Need a new menu screen to let the user choose how many, and which are AI
When player 3 or 4 installs a food roboticon onto a tile, it is not displayed as an icon for them does not exist
produceResources() returns an int[] containing how many of all resources was produced.
produceResources(ResourceType) returns an int of how many of the given resource was produced.
Refactor prouduceResources() to use the produceResource(ResourceType) to make the code more maintainable, readable, and have less duplication.
While you're there you can try and add some tests to cover the resource production related areas of code.
Should no more than an hour.
Use IntelliJ to see what the tests are missing and write additional tests to cover as many code paths as possible.
Add a “capture the chancellor” mode: after carrying out placement of roboticons, etc,
there should be a 15 second period in which the Chancellor may randomly appear on
the map, and the player must try to capture them for extra points.
On start of game screen
Ive noticed a lot of methods which write something are synchronized but not all. I haven't found any mention of threading in the game or on libgdx saying you have to do this.
Check whether they actually need to be synchronized and remove them if not.
When playing against AI, phase 2 (the phase in which the player can buy and customise robotics) skips.
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