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Project One Guidelines and Rubric - IT-140-15598-M01 Introduction To Scripting 2024 C-3 May - Jun

The document provides guidelines for a project to design a text-based adventure game. Students must create a storyboard with a theme, map of rooms and items, and pseudocode or flowcharts for moving between rooms and getting items. The storyboard and designs will be used to pitch a game idea to develop in a later project.

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0% found this document useful (0 votes)
289 views5 pages

Project One Guidelines and Rubric - IT-140-15598-M01 Introduction To Scripting 2024 C-3 May - Jun

The document provides guidelines for a project to design a text-based adventure game. Students must create a storyboard with a theme, map of rooms and items, and pseudocode or flowcharts for moving between rooms and getting items. The storyboard and designs will be used to pitch a game idea to develop in a later project.

Uploaded by

juliejoe122jj
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5/13/24, 8:55 PM Assignment Information

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IT 140 Project One Guidelines and Rubric

Competency
In this project, you will demonstrate your mastery of the following competency:

Translate requirements to solve problems computationally

Scenario
You work for a small company that creates text-based games. You have been asked to pitch an idea to your team for a text-based adventure game with a theme and environment of your choice.
Your game must include different rooms, items, and a villain. The basic gameplay will require the player to move between different rooms to gather all of the items. A player wins the game by

collecting all the items before encountering the villain. The player will have two options for commands in the game: moving to a different room, and getting an item from the room they are in.
Movement between rooms happens in four simple directions: North, South, East, and West.

You must include the designs for your game as a part of your idea pitch. Specifically, you have been asked to provide a map that displays the different rooms and items. You have also been asked
to use pseudocode or flowcharts to design code for moving between rooms and getting items. If your pitch gets approved, these designs will help your team members understand the pitch, and
will help the team develop the game in the future.

Directions
In this project, you will break the problem down into a set of requirements for your game program. Then you will design your game by creating a storyboard and pseudocode or flowcharts.
Remember, in Project One, you are only designing the game. You will actually develop the code for your game in Project Two.

1. Review the Sample Dragon Text Game Storyboard in the Supporting Materials section to see a sample storyboard for a dragon-themed game. You will begin by creating a storyboard to
plan out your game. Using one of the templates located in the What to Submit section, write a short paragraph that describes the theme of your game by answering all of the following

questions:
What is your theme? What is the basic storyline?
What rooms will you have? (Note: You need a minimum of eight.)
What items will you have? (Note: You need a minimum of six.)
Who is your villain?

2. Next, you will complete your storyboard by designing a map that organizes the required elements of the game (rooms, items, and villain). Using the blank map in your template, organize
the different rooms and the items in each room. The following requirements must be met:
There must be a minimum of eight rooms.

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Each room must contain one item, with the exception of the “start” room and the room containing the villain.
The “start” room is where players will begin their moves and should not contain any items.
The room containing the villain should not contain any items.

Remember, to win the game, the player must move through the rooms, collect all the items, and avoid the room with the villain until all of the items have been collected. Make sure that it
is possible for the player to win the game. For example, the room with the villain should not block a room containing an item.

Note: The blank map in the template is provided as a guide. You may add more rooms or change the locations of rooms to suit your needs. This map is for your planning purposes; the
player will not have access to this map in the game. You will be able to use your map later when creating and testing your code as a part of Project Two.
3. Carefully review the Sample Dragon Text Game Walkthrough video and Sample Dragon Text Game Output reading, located in the Supporting Materials section. These will give you an
understanding of how the text-based game should work. As you read, consider the following questions:
What are the different steps needed in this program? How might you outline them in a way that a computer can understand?
What information would you need from the player at each point (inputs)? What information would you output to the player at each point?
When might it be a good idea to use “IF” and “IF ELSE” statements?
When might it be a good idea to use loops?
When might it be a good idea to use functions (optional)?

Note: You are not required to turn in anything for this step. However, this step is important to prepare you to design your code in Steps #4 and 5.
4. Create pseudocode or a flowchart that logically outlines the steps that will allow the player to move between rooms using commands to go North, South, East, and West. Use your notes
from Step #3 to help you design this section of code. Be sure to address the following:
What input do you need from the player? How will you prompt the player for that input? How will you validate the input?
What should the program do if the player enters a valid direction? What output should result?
What should the program do if the player enters an invalid direction? What output should result?
How will you control the program flow with decision branching and loops?

5. Create pseudocode or a flowchart that logically outlines the steps that will allow the player to get the item from the room they are in and add it to their inventory. Use your notes from
Step #3 to help you design this section of code. Be sure to address the following:
What input do you need from the player? How will you prompt the player for that input? How will you validate the input?
What should the program do if the player enters a valid item (the item in their current room)? What output should result?
What should the program do if the player enters an invalid item (an item not in their current room)? What output should result?
How will you control the program flow with decision branching or loops?

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What to Submit
To complete this project, you must submit the following:

Design Document or Design Presentation


Submit your completed Design Document Template Word Document or Design Presentation Template PPT, which should contain all of the designs for your program. Be sure that you have
completed the following pieces of the template:

Storyboard (Theme Description and Map)


Include a paragraph (if using Word) or a slide (if using PowerPoint) that describes the theme, the basic storyline, the rooms, the items, and the villain. Submit your completed map with the
layout of the different rooms and the items in each room. Your map should be on one page of the Word document or one slide of the PowerPoint presentation. You completed these items
in Steps #1 and 2.

Pseudocode or Flowcharts
Include the pseudocode or flowcharts showing how the player will move between rooms and get the item from each room. Input, output, and the decision branching and loops that
control the program flow should be clear. You completed these designs in Steps #4 and 5.

Supporting Materials
The following resources may help support your work on the project:

Reading: Sample Dragon Text Game Storyboard PDF


This storyboard document includes a sample theme description and map for a dragon-themed text-based adventure game. Use this document as a guide for writing your own storyboard. Note:
This storyboard does not include any pseudocode or flowcharts. You will need to include those elements in your final design document or presentation.

Video: Sample Dragon Text Game Walkthrough (8:24)


This video shows a sample dragon-themed text game. There is a brief description of the game, as well as a video that shows the game running and a player moving through different rooms and
gathering items based on the commands. Review this video to help you understand how a text-based adventure game works. A video transcript is available: Transcript for Sample Dragon Text
Game Walkthrough Word Document.

Reading: Sample Dragon Text Game Output PDF


This document shows the sample inputs and outputs for the dragon-themed text game. Review the sample inputs and outputs to better understand how a text-based adventure game works.
Use this reading to help you create the pseudocode or flowcharts for the sections of code.

Reading: A Mini History of Text Based Games PDF


This optional reading will give you additional context about the history of text-based games.

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Project One Rubric


Criteria Exemplary (100%) Proficient (85%) Needs Improvement (55%) Not Evident (0%) Value

Storyboard: Theme and Map Exceeds proficiency in an Creates a storyboard for a Shows progress toward Does not attempt criterion 20
exceptionally clear, insightful, game by describing the theme proficiency, but with errors or
sophisticated, or creative and designing a map that omissions; areas for
manner organizes the required improvement may include
elements description of theme,
completion of map, or
identification and organization
of all required elements

Pseudocode or Flowchart: Exceeds proficiency in an Creates pseudocode or Shows progress toward Does not attempt criterion 30
Logical Steps and exceptionally clear, insightful, flowcharts that logically outline proficiency, but with errors or
Functionality sophisticated, or efficient the steps needed to meet the omissions; areas for
manner required functionality improvement may include
logical ordering of steps or
accounting for all the required
functionality

Pseudocode or Flowchart: Exceeds proficiency in an Determines user inputs and Shows progress toward Does not attempt criterion 20
Input / Output exceptionally clear, insightful, outputs based on the given proficiency, but with errors or
sophisticated, or creative scenario omissions; areas for
manner improvement may include clear
identification of inputs and
outputs

Pseudocode or Flowchart: Exceeds proficiency in an Uses decision branching and Shows progress toward Does not attempt criterion 25
Program Flow exceptionally clear, insightful, loops to control program flow proficiency, but with errors or
sophisticated, or efficient omissions; areas for
manner improvement may include
consideration of all paths the
user can take through the
program

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Criteria Exemplary (100%) Proficient (85%) Needs Improvement (55%) Not Evident (0%) Value

Articulation of Response Exceeds proficiency in an Clearly conveys meaning with Shows progress toward Submission has critical errors in 5
exceptionally clear, insightful, correct grammar, sentence proficiency, but with errors in grammar, sentence structure,
sophisticated, or creative structure, and spelling, grammar, sentence structure, and spelling, preventing the
manner demonstrating an and spelling, negatively demonstration of the
understanding of audience and impacting readability understanding of ideas
purpose

Total: 100%

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