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Faculty of Computing & IT University of Sialkot

Upside Down Mystery game

Session: BS – Computer Science


Fall 2020-2024

Supervisor: Zain ul Abadeen


Submitted By

Adnan Saleem 20101002-008


Syed Ali Hamza 20101002-022
Muhammad Afaq shahid meer 20101002-027

Faculty of Computing & IT


University of Sialkot
1
STATEMENT OF SUBMISSION

This is certify that Syed Ali Hamza Roll No.20101002-022 , Muhammad Afaq Shahid Meer
Roll No.20101002-027 and Adnan Saleem Roll No.20101002-008 have successfully completed
the final year project named as-“Upside Down Mystery Game ”at the Department of Computer
Science, University of Sialkot, to fulfill the requirement of the degree of BS in Computer
Science.

Project Management Office


Project Supervisor Faculty of C&IT -USKT

Head of the Department


2
Acknowledgement

We truly acknowledge the cooperation and help make by Dr. Jabbar Head, Department of
Computer Science, University of Sialkot. He has been a constant source of guidance throughout
the course of this project. We would also like to thank Mr. Zain ul Abadeen for his help and
guidance throughout this project. We are also thankful to our friends and families whose silent
support led us to complete our project.

1- Syed Ali Hamza

2- Muhammad Afaq Shahid Meer

3- Adnan Saleem

Date: 12/27/2023

3
Abstract

Immerse yourself in the captivating 1980s with our game's stunning 3D graphics and rich sound
design, transporting players to an era of retro vibes and nostalgic pop culture. Traverse Hawkins'
streets, encountering iconic landmarks and unique challenges. From the eerie Hawkins National
Laboratory to the cozy Byers' home, every location faithfully recreates the town's atmospheric
allure. Combining suspenseful storytelling, strategic gameplay, and otherworldly elements, this 3D
adventure offers an exhilarating journey into Hawkins' mysteries. Players must confront the
unknown, close the gateway to the Upside Down, and protect Hawkins from supernatural peril.

4
Table of Content

1. Chapter 1: Introduction to the Problem ................................................................................. 6


1.1Introduction ........................................................................................................................ 7
1.2Problem statement .............................................................................................................. 7
1.3Objective .......................................................................................................................... 7
1.4Project motivation .............................................................................................................. 7
1.5Tools and technology ......................................................................................................... 7
1.6 Introduction to team members and skills ....................................................................... 8
1.7 Project scope .................................................................................................................... 8
1.8 Project costing ................................................................................................................... 9
1.9 Cocomo model ................................................................................................................ 10
2. Chapter 2: Software Requirement Specification ................................................................. 12
2.1Introduction ...................................................................................................................... 13
2.1.1System specification ................................................................................................. 13
2.1.2Identifying external entities ...................................................................................... 13
2.1.3Capture shall statement ............................................................................................. 14
2.1.4Usecase Diagram ...................................................................................................... 16

3. Chapter 3: Designing the project .......................................................................................... 17

3.1 Introduction to analysis and designing phase ............................................................... 18


3.2 Overview purposed system ........................................................................................... 18
3.3 Flow chart ..................................................................................................................... 19
3.4Use case diagram ........................................................................................................... 19
3.5 Sequence diagram ......................................................................................................... 20
3.6 Block diagram ............................................................................................................... 22
3.7 Architecture diagram .................................................................................................... 23

5
4. Chapter 4: Implementation .......................................................................................... 25

4.1 Tools...........................................................................................................26
4.2 Tecniques..................................................................................................26
4.3 Snapshot of codes......................................................................................27
5. Chapter 5: TESTTING.......................................................................................... 29

5.1 Game concept and storyline ......................................................................30


5.2 Test plan......................................................................................................31
5.3 Test design and specification.................................................................... 31
5.4 Test specificaiton...................................................................................... 32
5.5 Technical implementation..........................................................................33
5.6 Future prospects.........................................................................................33

6. Conclusion...................................................................................34
7. References...................................................................................35

6
List of Figures

Figure 1 Use Case Diagram……………………………………………………………………... 16


Figure 2 Flow Chart……………………………………………………………………………... 18
Figure 3 Use case Diagram………………………………………………………………………. 19
Figure 4 Sequence Diagram……………………………………………………………………... 20
Figure 5 Block Diagram………………………………………………………………………….21
Figure 6 Architecture Diagram………………………………………………………………….. 22

7
Chapter 1: Introduction to problem

8
Chapter 1: Introduction to the Problem
1.1 Introduction
Welcome to 'Upside-Down Mystery,' an immersive cooperative puzzle-solving adventure that
plunges players deep into the heart of Hawkins, Indiana. In this gripping narrative-driven game,
you and your friends will step into the shoes of beloved characters from the hit TV series, each
possessing unique abilities that will prove crucial in uncovering the town's darkest secrets.
As you navigate through the intricacies of the game, teamwork becomes paramount. Join forces
with your friends to solve challenging puzzles, overcome obstacles, and confront the mysteries
that lie within Hawkins. The rich narrative unfolds seamlessly, drawing players into a world
where every decision and discovery plays a pivotal role in the unfolding story.
1.2 Problem Statement
As our we are developing a tactical which are not good visually and graphically due to some
limitations and also NPC's in game show weird behavior like not chasing or detecting player.
Besides, Al of player and NPC's is not intelligent.
1.3 Objectives
• To create 3D Models of NPC.
• To animate 3D models.
• To add animations to interact with the story.
• To Develop Buttons for fight etc.
• To create a connection with Facebook so that players can keep their record.
1.4 Project motivation
Pakistan is an emerging IT industry and our federal minister for science and technology
announced soon they would launch animation and video game certification program to enter 90
billion gaming industry. So we think that our game will help other people and it will be a small
contribution in global gaming industry.
1.5 Tools and Technologies with reasoning
Tools:
• Unity 3D
• Visual Studio
• Audacity
• Blender 3d
Technologies:
• C#
• 3d modeling
Unity 3D
We shall be wing unity3d as my game Engine to render and develop this game. This engine
provide a comprehensive support for android development. Scripts programs, attached to the 3D

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models, and shall be compiled in this engine. This engine shall also be used so change or
modify animation of the characters.

Visual Studio
We shall use visual studio as my coding engine. Every Script which is attached to the player or
any other Game Object shall be developed here. This provides a very fantastic approach to
debug code and fine errors in them.

Audacity
We shall be using Audacity for editing and modify voices ,sound effect and background Noises.

Blender 3d
We shall be using blender 3d to design assets for our game.

Adobe Photoshop We shall be using Adobe Photoshop for


editing.

1.5.1.Vision Documentation
• User Registration
• User Login
• Choose Mission
• View Done Missions
• Play Game
• Logout
1.5.2.Risk list • Technical
Risk
Technical issues are probably main issues for every project development. I also face the
issues of some technology of software and system issues at minor level
• Time Risk
There may be a time issue to manage all project at time.

10
1.6 Introduction to team members and skills
1.6.1 Task and member assignment table

Names Skill set Task and Activities

Syed Ali hamza Backend coding Working on backend and front end.

Afaq shahid To create 3d models Story writing, testing documentation


design and texture and
documentation.

Adnan Saleem Modify sound effect Working on sound effect.

1.7 Project scope


This Game can be implemented on pc only. It is highly optimized and does not requires high
processing demands.
1.8 Project costing
Project costing is a major factor in project development. Most of the work in the cost estimation
field has concentrated algorithmic cost modeling. Many models are available for project cost
estimation that are also given. By these methods cost can easily estimate. There are following
models to estimate cost.
1.9.Cocomo model
1.91. Project Cost Estimation by using COCOMO'81 (Constructive Cost
Model)
In order to calculate cost estimation using the COCOMO model, we will first have to choose that
which mode of the COCOMO model to choose.
There are three Modes of COCOMO model as:
• Organic
• Semi-Detached
• Embedded
According to the below table, my software project has similar specifications and Characteristics
as an organic mode of the COCOMO model. So in order to evaluate cost Estimation, we will be
using the parameters of the COCOMO model.

11
Table 1.9.1 model of COCOMO

Parameters Organic Semi-Detached Embedded

Size 2-50 KLOC 50-300 KLOC Above 300


KLOC

Team small medium Large

Developer experience average Little


Experience experience

Environment familiar Less familiar Changed

Innovation little medium Major

Deadline flexible medium Tight deadline

Parameters of different Modes:

Table 1.9.2 model of COCOMO

Mode A B C D

Organic 2.4 1.05 2.5 0.38

Semi-detached 3.0 1.12 2.5 .035

embedded 3.6 1.20 2.5 0.32


Effort:
E= A (KLOC)^B Person/Month = 2.4 (10) ^1.05 E=
22.85 Development Time:
Dev Time = C (Effort)^D Months = 2.5(22.85)^0.38 Months Dev Time
= 8.2

12
Average staff size
Average Staff Size = Effort/ Dev Time = 22.85/8.2
Average Staff Size= 2.78
Productivity
Productivity = KLOC/Effort = 10/22.85
Productivity = 0.437

1.9. CPM-Critical Path Method


Table 1.9.3: Task Dependency Table
Activity Name Immediate Duration (Weeks)
Predecessor
A A (Game design A 4 weeks
document)

B B (Prototype) B 5 weeks

C C (Art assets) C 8 weeks

D D (Music and sound D 3 weeks


effects)

E E (Code part) E 8 weeks

F F (Game testing) F 2 weeks

G G (Release game) G 2 weeks

1.8. Task Dependency Table 1.9.4: Critical Path Method

Task Duration(weeks) Dependencies

T1 4 A (Feasibility)

T2 5 B (Proto)

T3 8 C (Design documents)

T4 3 D (Music and sound effects)

13
T5 8 E (Code part)

T6 2 F (Game testing), E (Code part), D


(Music and sound effects)
T7 2 G (Release game), F (Game testing), E
(Code part)

14
Chapter 2: Software requirement specification

15
Chapter 2: Software requirement and specification

2.1 Introduction
In this chapter, The purpose of this document is to outline the system specifications for the
development of an upside-down mystery first-person game. This game will immerse players in a
mysterious world where gravity is inverted, challenging them to solve puzzles and uncover the
secrets of the upside-down .

2.1.1 Systems Specifications


Operating System: Windows 10 (64-bit), macOS 10.13, or console equivalents.
Processor: Intel Core i5 or equivalent.
Memory: 8 GB RAM.
Graphics: NVIDIA GeForce GTX 760 Storage:
20 GB available space.

2.1.2 Identifying external entities


Identifying potential external threats for the Upside-Down Mystery Game involves considering
various risks that could impact the security, integrity, or availability of the game and its associated
systems. Here are some potential external threats to consider:

1. Malicious Hacking:
Description: Unauthorized individuals or groups may attempt to hack into the game's servers or
systems to gain unauthorized access, disrupt services, or compromise player data.
Mitigation: Implement robust security measures, including encryption, firewalls, and regular
security audits.

2. Distributed Denial of Service (DDoS) Attacks:


Description: Attackers may attempt to overwhelm the game's servers with a flood of traffic,
causing service disruption and rendering the game inaccessible to players.
Mitigation: Employ DDoS protection services and technologies to detect and mitigate largescale
attacks.

3. Data Breach: Description: There is a risk of sensitive player information being exposed due to
a data breach, either through hacking or unintentional disclosure.

16
4. Piracy:
Description: Unauthorized reproduction and distribution of the game by third parties may result
in revenue loss and a compromised gaming experience for legitimate players.
Mitigation: Utilize effective digital rights management (DRM) solutions to prevent or deter
piracy.

5. Cheating and Exploits:


Description: Players may attempt to cheat or exploit vulnerabilities within the game to gain unfair
advantages, compromising the integrity of the gaming environment.

6. Platform Vulnerabilities:
Description: Vulnerabilities in the underlying platforms (PC, consoles) could be exploited by
attackers to compromise the game's functionality or security.
Mitigation: Stay updated on platform security guidelines, apply patches promptly, and collaborate
with platform providers to address vulnerabilities.

7. Social Engineering:
Description: Attackers may attempt to manipulate individuals, such as developers or support staff,
into revealing sensitive information or performing actions that could compromise the game.
Mitigation: Provide security awareness training for personnel and implement strict verification
procedures for sensitive actions.

8. Economic Espionage:
Description: Competing game developers or entities may attempt to gain unauthorized access to
proprietary information, design concepts, or source code for economic gain.
Mitigation: Implement stringent access controls, monitor for unusual activity, and protect
intellectual property through legal means.

9. Supply Chain Risks:


Description: Risks associated with third-party vendors, including those providing software
components, may introduce vulnerabilities or compromises into the game's supply chain.
Mitigation: Vet and monitor third-party vendors, implement secure coding practices, and
conduct thorough security assessments of external components. It's essential to regularly assess
and update the risk landscape, considering emerging threats and evolving security standards, to
ensure the ongoing security of the Upside-Down Mystery Game.

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2.1.3 Capture shall statement

# Features Shall statement

1 Gravity To interact with Terran and its objects.


Manipulation
2 Puzzle The game shall include a variety of puzzles that necessitate creative
Mechanics thinking, involving physics-based challenges, object manipulation, and
environmental interactions.

3 Narrative-driven The game shall feature a compelling storyline, revealed through in-game
Gameplay dialogues, environmental storytelling, and collectibles.

4 Atmosphere and The game shall incorporate immersive soundscapes and atmospheric music
Sound Design to enhance the player's experience, creating tension and intrigue within the
upside-down world.

5 Platform Support The game shall be developed for PC and gaming consoles, including
PlayStation and Xbox platforms.

6 Graphics Engine The game shall utilize either Unity to ensure high-quality rendering,
dynamic lighting, and particle effects.

7 System The game shall have both minimum and recommended system
Requirements requirements for different platforms, covering operating system, processor,
memory, graphics, and storage.

8 Controls The game shall support keyboard and mouse for PC and gamepad for
consoles.

9 Development The development team shall use Unity or Unreal Engine as the game
Tools engine, Blender, Maya, or 3ds Max for 3D modeling and animation, and
Audacity or Adobe Audition for audio design.

10 Testing Testing Comprehensive testing, covering functionality, compatibility,


performance, and user experience, shall be conducted throughout the
development process.

11 Project timeline The project shall adhere to a detailed timeline encompassing design,
development, testing, and release milestones.

18
Chapter 3: Design Project

19
3.1 Introduction to analysis and designing phase
Analysis of any project means go into the base of the project requirements and check it what the
requirement want to say. Collection of requirements deeply and assign categories to them to
judge which requirements are more crucial and which are not. Crucial requirements are shall be
fulfilled in time and optional requirements are may fulfilled with the completion of project.
3.2 Overview of purposed system
We designed a Terrain in unity of 500 by 500 and move player as first person view.
3.3 Flow chart

Figure 2 Flow Chart

20
3.4 Use case diagram

Figure 3 Use case Diagram

21
3.5 Sequence diagram

Figure 4 Sequence Diagram

22
3.6 Block Diagram

Figure 5 Block Diagram

23
3.7 Architecture diagram

Figure 6 Architecture Diagram

24
Chapter 4: Implementation

25
4.1 TOOLS
Game Engines
Unreal Engine: Known for its high-fidelity graphics, robust physics, and Blueprints visual scripting
system.
Unity: Popular for its versatility, extensive asset store, and ease of use for both 2D and 3D games.
3D Modeling and Animation Tools
Blender: Open-source tool for 3D modeling, animation, and rendering.
Scripting and Programming
Visual Studio: Integrated development environment (IDE) commonly used for coding in C++ and
C#.

4.2 TECNIQUES
1. Character Animation
Motion Capture: Capturing real-life movements of actors to create realistic character animations.
Inverse Kinematics (IK): Ensuring characters' limbs move naturally by calculating joint positions.
Blend Trees: Combining multiple animations smoothly based on character actions and transitions.

4.3 SNAPSHOOT OF CODES

26
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Chapter 5: TESTING

29
CHAPTER 5 : TESTING

The development of the third-person game "Upside Down Mystery" has been an intricate and
enlightening journey, encompassing numerous phases of conceptualization, design, development, and
testing. This chapter encapsulates the core accomplishments, challenges, and future prospects of the
project, offering a reflective analysis of the work completed and its implications.

5.1 Game concept and storyline

Successfully created a compelling and unique storyline revolving around the "upside down mystery"
theme, which captivated players with its intriguing plot twists and immersive narrative.

5.2 Test plan


52.1. Purpose
Check user authentication.
5.22. Outline
A test plan shall have the following structure:

a. Test plan identifier


b. Introduction
c. Test items
d. Features to be tested
e. Features not to be tested
f. Approach
g. Item pass/fail criteria
h. Suspension criteria and resumption requirements
i. Test deliverables
j. Testing tasks
k. Environmental needs
l. Responsibilities
m. Staffing and training needs
n. Schedule
o. Risks and contingencies
p. Approvals

30
5.2.2.1. Test plan identifier
As the name suggests, 'Test Plan Identifier' uniquely identifies the test plan. It identifies the project
and may include version information. In some cases, companies might follow a convention for a
test plan identifier. Test plan identifier also contains information of the test plan type. The identifier
test plan is as follow

Identifier Priority Requirement


Req-l 4 The user should be register and then login to the systcm for Playing
Data Sync.
Req-2 3 The Level should load successfully without any runtime 3D errors.
Req-3 4 Players can Buy their guns using Shop.
Rcq-4 5 Swipe/Soft Touch controls should only control the active main
player
Table 5.1: Identifier test plan

5.2.2.2. Introduction
Software test planning is the most main and important part of the testing phase in which all the
other phases depends in one or another way.
Test planning phases defines and elaborate following points:
What tester has and needs to perform in testing
• Standards of quality are kept in mind to use in testing,
• Schedule and time scale for the testing phase
5.2.23. Test items
There are two general categories of test items:
Objective items which require students to select the correct response from several
alternatives or to supply a word or short phrase to answer a question or complete a statement;
and subjective or essay items which permit the student to organize and present an original
answer. Following are the testing items which we are going to test in this plan
Login Player
• Shop/Soft Touch Controls
• Enemies Behavior
• Load Required Level
• Shoot while ammo is true
• Sync health across connected devices

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5.2.2.4. Features to be tested

Features to Be Tested" you define which of the features of the system or sub-system will be
tested. In UAT the principle focus is on what the system can do for the organization rather than
if it works. This is a key principle as whether it works should have been done in System testing.
Therefore you need to identify the business operations, scenarios, and functionality that are to
be tested in each system and subsystem as these are what delivers value to the organization.

5.2.2.5. Features not to be tested

This is a listing of what is NOT to be tested from both the Users viewpoint of what the
system does and a configuration management version control view. This is not a technical
description of the software, but a USERS view of the functions.
Identify WHY the feature is not to be tested, there can be any number of reasons.

5.3. Test design specification

Test design specification deals with the designing about the features which we are going to
test. In this phase I also prioritize the test cases in their order of importance.
5.3.1 Suspension criteria

Figure 5.1: Suspension criteria and resumption requirements.


32
5.4. Test Case Specification
5.4.1. Purpose
To define a test case identified by a test design specification.

5.4.2.1.Test case specification identifier

Main Menu Loads all UI elements


1
2 All UI elements res the User's Touch TC2
3 Correct UI element touch should open TC3
correct menu
4 Shop Button opens Shop menu erc4
5 Load the correct type of level upon pressing the TC5
level loader
6 Level selector let user select. TC6
7 Multiple Leaderboard TC7
8 Non-Multiplayers shall automatically work offline TC8
9 Al Ally when in range, hit the enemies TC9
10 Player picks up items. TCI
11 Coins increases upon defeating an armed militant TCI
1
12 Swipe Control or Soft Touch Buttons to move the TCI
la er
2
13 Hidden items spawns on level load TCI
3
14 Camera rotation include player rotation TCI
4
15 Win message shows when player defeats the level TCI
5

33
5.5 Technical implementation
Achieved seamless integration of various game development tools and technologies, including
Unreal Engine for game development, Visual Studio for scripting, and FMOD for audio design.
Addressed performance optimization through techniques such as level of detail (LOD), occlusion
culling, and texture streaming, ensuring smooth and responsive gameplay across different
hardware configurations.

5.6 Future prospects


Expansion and Updates:
Potential for future expansions and updates, introducing new levels, characters, and storylines to
extend the game's longevity and keep the player base engaged.
Multiplatform Release:
Exploring the possibility of releasing the game on multiple platforms, including consoles and mobile
devices, to reach a wider audience.
Community Engagement:
Building an active community around the game through forums, social media, and user-generated
content, fostering a sense of involvement and ownership among players.
Advanced AI and Procedural Generation:
Investigating advanced AI techniques and procedural content generation to enhance replayability
and create a more dynamic game world.

6.Conclusion

The "Upside Down Mystery" game represents a significant achievement in the realm of third-person
game development, demonstrating the successful application of various design, technical, and
narrative techniques. The project has not only fulfilled its primary objectives but has also laid a
strong foundation for future growth and innovation. By addressing challenges head-on and
continuously striving for excellence, the game stands as a testament to the dedication and creativity
of the development team.

The journey of creating "Upside Down Mystery" has been both challenging and rewarding, offering
valuable insights and experiences that will undoubtedly influence future projects. As the game
continues to evolve, it holds the promise of captivating and engaging players for years to come,
solidifying its place in the gaming community.

34
7. References

Stranger Things(TV Series) - This popular Netflix series features a mysterious alternate dimension
called the Upside Down, which could serve as a rich source of inspiration for your game's setting and
atmosphere.
Inception (Film) - Directed by Christopher Nolan, "Inception" explores the concept of dreams within
dreams, creating a surreal and mysterious atmosphere. The idea of flipping reality upside down could
be incorporated into your game's mechanics or narrative twists.
Alice's Adventures in Wonderland" (Book) - Lewis Carroll's classic novel is filled with surreal and
nonsensical elements, making it a great reference for creating a topsy-turvy world full of mystery and
intrigue.

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