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All Eyes on Me Sydney Elizabeth Jara-Barrio [email protected] CS 3345 FA2019 12.01.2019

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Page 1: Software Documentation Outlines for Software Engineering  · Web view2020. 11. 12. · This game is to be played linearly, so the user must successfully complete a stage to proceed

All Eyes on MeSydney Elizabeth Jara-Barrio

[email protected]

CS 3345 FA2019

12.01.2019

Page 2: Software Documentation Outlines for Software Engineering  · Web view2020. 11. 12. · This game is to be played linearly, so the user must successfully complete a stage to proceed

Table of ContentsOverview..............................................................................................................................................................3

Requirements........................................................................................................................................................4

Design & Storyboards...........................................................................................................................................5

Installation............................................................................................................................................................6

Sample Sessions...................................................................................................................................................7

Modifications......................................................................................................................................................11

Troubleshooting..................................................................................................................................................12

References..........................................................................................................................................................13

Appendix A........................................................................................................................................................14

Page 3: Software Documentation Outlines for Software Engineering  · Web view2020. 11. 12. · This game is to be played linearly, so the user must successfully complete a stage to proceed

Overview

“All Eyes on Me” is a single user tutor, intended those that fall under Autistic Spectrum Disorder (ASD). The game will be in first person, having the user guide themselves through 3 stages. In this point-and-click RPG, the user will have to find a friendly ghost to guide them to their next objective through eye-contact for direction. To measure assessment of the user, at the end they can see how many times they incorrectly read eye contact and how long it took to play through.

Making eye contact and understanding what eye contact is communicating is a difficulty for someone that may have ASD. The objective of this game is to give the user experience in maintaining eye contact and recognizing what is being communicated through eye contact. To get through this “haunted house,” they will need to go from one end to the outside of the house. The look of the game will be more on the “cute” side, the intension is for it to be children-friendly and hopefully not too children-exclusive.

This tutor is written in Visual Basic or in Unity with implemented Visual Basic features, utilizing features from the asset tool called Fungus. The splash screen kicks off the game and displays the title, followed by a Main Menu. This tutor will be developed on Windows 10 operating system. The aesthetics of the game will be appeared to be muted, along with the audio, but it is to ensure that the user does not experience any sort of over-stimulus.

This game is to be played linearly, so the user must successfully complete a stage to proceed to the next. In the flow chart below you can see that when the game starts – the instructions are given, and the user begins the adventure. This flow chart simply explains how the game will flow from the menu. The rest of the game flow will just be the main character and will use the visual cues from the ghosts they encounter to escape the Haunted House.

Within this document, components of the game will be elaborated on, refer to the Table of Contents if there is something in particular that needs to be found.

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Requirements

The program is to be run on Windows, but the wonderful thing about Unity is that I can build it into multiple operating systems, but at the moment it is only Windows. The hardware needed to run this game is a Windows computer that can handle a 84 bit game, but from the information gathered while building the game, 64 bit should be fine as well.

Page 5: Software Documentation Outlines for Software Engineering  · Web view2020. 11. 12. · This game is to be played linearly, so the user must successfully complete a stage to proceed

Design & Storyboards

C# was chosen as the programming language because it is the one associated with Visual Basic, which is what was used when I was coding on Unity. It was not a matter of selecting the language, but it was what is customary for the IDE. What is incredibly useful about using the Fungus asset on Unity, is that the game calls for a flowchart to be created to manage the game flow. Below is the complete flowchart for the entire game.

Page 6: Software Documentation Outlines for Software Engineering  · Web view2020. 11. 12. · This game is to be played linearly, so the user must successfully complete a stage to proceed

Installation

To begin playing the game, the user should unzip the file on the DVD. Then once that folder is unzipped, there will be a folder called Build, open it. Then open the folder labeled Windows, then x84, then there should be an executable file. Unzip the folder “Unity_game” then follow this series of opening folders: Unity_game>Build>Windows>x86 . Once that folder is opened, you will see many items, just click the one labeled “FA19CS3345.exe. There should be no need to download anything to play the game, so long as the user is running the game on a Windows computer.

The additional files there are only to access the game from a developer’s position; simply by holding all the files it also ensures if the executable files fail, the game can be played by downloadsing Unity and using their engine to play the game.

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Sample Sessionsshow a few example sessions with using the system with some words between lots of screen

shots Pages 5+

The game opening is welcoming and has some music that continues throughout the gameplay. The introduction includes a synopsis of the games purpose and credits.

After that the menu is shown and can be accessed in game play with that arrow in the top left hand corner. The options are to begin the game, repeat instructions, returning to the start menu that would give the purpose of the game again and credits. It is through that credits scene that the user can access the exit

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screen to close the game.

For the sake of keep the sample session brief and only highlighting the important game play, I will only be showing the access to the game. After the user selects to start the game, the game will begin, and the user will start with the tutorial level that has an arrow included to assist in finding the door without relying on looking at the ghosts eyes. It only involves one ghost and one set of directions, which is short.

After the tutorial is over, the game begins and the first level has three ghosts to ask for directions, no arrows, and it is timed. The timer is for around 10 seconds and if the user answers incorrectly or does not answer within the time given, the screen will shake and give the below response.

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If the three levels, including the tutorial, are all completed then the user is welcomed with a screen that congratulates their completion of the game. In the top left corner is a ribbon that is to show that they have succeeded. There is a closing out showing the Haunted House estate that is complete with some jack-o-lanternsssss and a cute witch owl in a spooky tree..

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Modifications

To make software changes, the one making the changes would need to have access to a Unity Developer account and the device making the changes must have Visual Studio and Unity – and for simplicity sake – the asset Fungus attached to their Unity account. All of the code required to make changes is accessible on the CD but can only be altered using the Unity Game Developer. The code was created to be simple and easily managed, such as is the case with the scoring code.

The amount of changes I would make to this game are extensive but to name a few I would try and reconsider the scoring capability and see if there are more opportune methods for assessing the users progress. The flow of the game itself is a bit jagged and I would love to have made that more fluid and incorporated some mini games that keep the user more involved. There was little testing of the game, which left much to be desired because it would have been ideal especially if the game was going to receive a version 2; something that I had little thought about till I was introducing the game to a small group is that there was no save option, so when leaving mid-game to see the menu, you would not be able to continue where you were. It is something that would have been solved through testing but I did not even see it as an issue till showing others. I anticipate there are some more of these issues that are not obvious to me yet but could be easily found through testing.

It could have had more interactive bits and I could have tackled more technical issues that would have resulted in a much better game, but it being just a semester project, the product is something I am incredibly proud of.

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Troubleshooting

Symptom Cause Solution

No audio? Perhaps your volume is already lowered or is muted for new windows

Check your computer settings to ensure that your volume is up and that you do not have any restrictions for your audio

The game isn’t starting…

Stay calm! Right when you insert the disk, there is no command to open the game and the is no prompt for a download because it is only a .exe file

Unzip the folder “Unity_game” then follow this series of opening folders: Unity_game>Build>Windows>x86 . Once that folder is opened, you will see many items, just click the one labeled “FA19CS3345.exe

The game is a bit buggy

This game was created not only to be a great game to play but a great first-time game developer – me! So please excuse any sort of bugs or any feature that may be a bit annoying.

I am practicing and hope to return to this game and give it more attention and care once I have the skillset to update it thoroughly!

I can be contacted at my academic email [email protected] if you find any serious issues that impede game play and I can get to them ASAP.

How do I get out of this game!

The game was created in Fullscreen to maintain resolution and speed, and the chosen quality of the game was intended on being seen Fullscreen. But since it is through Unity and I cannot do much about it, the traditional Esc (escape key) does not work

Once the game begins, there is an arrow button on the top left-hand corner. Follow the dialogue and select “Credits” or “Who made this?” then it will display credits and from there you can select “Game” or “Quit” and that is how to exit the game.

I cannot go back to my old game!

There is no saving capability in this game so once you exit you have to start again.

I hope to add this capability at some point but this CD’s version done not have it equipped, so try and avoid needed to go to the menu till that issue is resolved.

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References

http://www.java-gaming.org/topics/basic-game/21919/view.html

https://learn.unity.com/project/2d-game-kit?signup=true

https://docs.unity3d.com/Manual/

https://learn.unity.com/tutorial/unity-for-2d-new-workflows-in-unity-4-3

http://fungusdocs.snozbot.com/camera_commands.html

http://files.snozbot.com/games/fungus/docs/recipes2/index.html#add-a-stage

http://fungusdocs.snozbot.com/flowcharts.html

https://www.youtube.com/watch?v=S3TKQ86xsJM

https://www.youtube.com/watch?v=vrLNeFsoCyw

https://muut.com/i/fungus/general:creating-a-start-screen-and

https://muut.com/i/fungus/general:creating-a-simple-score-in

https://www.youtube.com/watch?v=cg349rLy8Ro

https://www.youtube.com/watch?v=cg349rLy8Ro

https://www.youtube.com/watch?v=QbqnDbexrCw

https://www.youtube.com/watch?v=xfvsUhNQLtA

https://www.youtube.com/watch?v=-rtnk9OGCQY

https://muut.com/i/fungus/general:creating-a-simple-score-in

https://www.youtube.com/watch?v=S3TKQ86xsJM

https://www.youtube.com/watch?v=twK6SjWtAI0

bibliography of useful documents including op sys and language manuals,

class book, web refs; follow a standard and include

author name, title of publication, publisher, location of publisher (URL), date

Pages 1-2

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Appendix A

Source code that I created was for the scoring system. It is a bit unique because the score should begin at 100 then lose a point for every minute playing the game once the first level is completed. The scoring system was something I had an incredible difficulty conceptualizing but this is what I felt was the most effective method of quantifying success in this type of game since it falls under the term of RPG at first glance.

Below is an image of the development interface, since there are multiple facets of the interface I decided that including the “Scene” window and Flowchart window would be valuable to include. There is a window to show the game, but is really only useful when placing buttons or practice running the game. The “Asset Store” tab displays the online store from Unity that allows for downloading any asset for game development. These assets range from backgrounds, characters, audio, and helpful tools for development such as Fungus which was used in this game’s developments.

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