[SOLVED] game graph Directions

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Directions
Implement the design change assigned randomly to you.
For bonus points, you may implement additional changes of your choice. Your grade will be based on the average of:
number of changes implemented
quality of object-oriented implementation
While you are working, keep a journal of your development process. This journal should include at least the following:
a list of files you had to change, explaining what those changes are and why
a paragraph giving a final assessment of your original architecture vs. your final
architecture. Do you have any regrets? Are there any choices you made on the first pass that you were glad for?
The Design Changes
1. The base now shoots at one random enemy unit per turn within 2 spaces. Units now cost only 1 resource. You can now move a unit immediately after spawning it, and can spawn more than once per turn.
2. Add a new, larger map with two walls and a neutral zone between them. Every 5 turns a $ appears at a random place in the neutral zone. If a unit touches the $, that player immediately spawns 3 units at their base.
3. New unit type: ranged. Can shoot units exactly 2 spaces away (not counting diagonal). Has 1 hp. Costs 3.
4. New unit type: healer. Can touch a friendly unit to restore 1 hp. Has 1 hp. Costs 3.
5. Add a new win condition: own all control points. A control point is a new location type
on the map. A player owns a control point if only they have a unit adjacent to it. Replace the map with a larger version that has 4 control points. Players can still win by touching the enemy base.
6. Units now retaliate after being attacked, reducing the attackers hp by 1. A unit cannot retaliate if it was killed by the initial attack. Add 2 new maps and a menu to pick one when you play. ANGELO
7. The base can now spawn units at any adjacent space, not just in front. Add 2 new maps and a menu to pick one when you play. YUKI
8. A units hp becomes 3 after getting its first kill. Add 2 new maps and a menu to pick one when you play. AFHAM
9. Add an interactive tutorial. In it, each of the games rules are explained; the user must complete an action correctly before moving onto learning the next rule. The player can choose between the tutorial and regular play when starting the game. ARON

10. Add a single-player mode. The other player should be controlled by the program. Allow the player to choose between 1-player and 2-player modes. MICHAEL
11. In addition to their current actions, units can push each other. A pushed unit moves one space away from the pusher. If that space is occupied by a wall, the pushee loses 1 hp. If that space is occupied by another unit, both the pushee and the struck unit lose 1 hp. A unit must be able to choose between attacking and pushing an enemy unit. THOMAS
12. New unit type: charger. Can move 2 spaces instead of one in a straight line. When this is used to attack, it does 2 damage if the target was exactly 2 spaces away. If a unit charges, it cant move on its next turn and can be killed with 1 hit on that turn regardless of its hp. Costs 3. ALEX
13. Units can be moved in any order. Add 2 new maps and a menu to pick one when you play. YANG
14. There are now 2 resource types. The 2nd type is earned when an enemy unit dies. 2nd resource can be used during your turn to restore a unit to 2 hp. JOSH
15. Support 4 players. Replace the map with a new version that has 4 bases. TOMMY

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[SOLVED] game graph Directions
$25