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Design Document Presentation. Review Quoridor – a board game played on a grid where players must advance tokens across a board to win. Our basic objective:

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Presentation on theme: "Design Document Presentation. Review Quoridor – a board game played on a grid where players must advance tokens across a board to win. Our basic objective:"— Presentation transcript:

1 Design Document Presentation

2 Review Quoridor – a board game played on a grid where players must advance tokens across a board to win. Our basic objective: Implement a computerized version of Quoridor.

3 Overview Design Goals Our Lifecycle Model User Interfaces Persistent Data Subsystems Hardware/Software Mapping Other design factors

4 Design Goals To provide an entertaining and enjoyable game- playing experience. To simplify the gameplay of the board game Quoridor. To provide an easy-to-use and aesthetically pleasing interface. To allow AI students to test their Quoridor AI modules. To allow players to compete remotely using multiple computers.

5 The Quoridor Lifecycle Model

6 User Interface Mockups  Three Major Screens:  Title screen  Player Setup screen  Gameplay screen (game board)

7 Player Setup Screen  Three player types:  Local user  AI player  Remote user  Local User, or “Host” or controls setup  All settings and options are configured before the game starts.

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9 Game Board Token = Player The target goal is indicated for each player by their token color (or pattern) Advance token by clicking and dragging –Legal moves are highlighted on board Place a wall by clicking wall and dragging onto board –If placement is illegal, wall will blink red, and game will not continue until placed properly

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11 Major Subsystems Game ControlAI Network Interface

12 Interface Subsystem  User interaction  Collect information from user  Allows input of wall placement / token movement  Sends moves to Control subsystem  Receives moves from Control subsystem (from AI and/or remote players)

13 Game Subsystem  Stores the current board state  Validates moves / wall placements and sends results to Control  Receives parameters of game setup from Control

14 Network Subsystem  Handles details regarding play between multiple computers  The Host’s Network Subsystem sends out gameplay startup parameters to other computers  Each Client sends moves to the Host on their turn, then the Host sends the moves to all Clients

15 AI Subsystem  Handles all AI functionality  Game state is passed between Control and AI  AI’s can be created and inserted into the system  Our program will include 3 sample AI’s

16 Control Subsystem  Communication Hub  Determines current player’s turn  Passes moves/wall placements between Network subsystem  Passes board state to AI modules  Get moves from User Interface  Send moves to Game subsystem for validation

17 Hardware/Software Mapping Players may be on the same computer or on different computers For a game with multiple computers: –“network game” –“Host” sets up game –“Clients” connect to the Host instance

18 Persistent Data We will allow a game in progress to be saved and continued at a later time Data to store in file –Setup information –Player information –Current Game state

19 Hardware/Software Mapping

20 Any questions?


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