ITECH7201 Software Engineering: Analysis and Design (2020/07)
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For this assignment, you will logically extend the functionality of the Maze Game introduced during the
lectures, via the modification of the code base as well as documentation and implementation of various
Timelines and Expectations
Percentage Value of Task: 20%
Due: Sun, Jun 7, 2020 – 23:55 (Week 11)
Minimum time expectation: 20 hours
Assignment Type: Group (2 Students in each group)↓
↓ In case of an exceptional situation (if the number of students in a group is 3), the group should take special permission
from the Lecturer.
Learning Outcomes Assessed
The following course learning outcomes are assessed by completing this assessment:
|||Understand the significance of detailed project planning and control, good communication and|
documentation and the use of appropriate tools in order to provide a quality product
Understand the distinction between software engineering and programming, and thus the
distinction between a software configuration and a program.
Understand the methods and techniques involved in designing, implementing and maintaining
an information system, in particular using an object-oriented approach
Understand how unit tests are used during software development to assist in agile programming
techniques such as refactoring and demonstrate skills in designing Unit tests
Work together in small teams to complete a fully documented, detailed design and
implementation of a small business information system
Demonstrate skills in designing and implementing an information system
You are required to logically extend the functionality of the Maze Game introduced during lectures, via
the modification of the code base as well as documentation and implementation of various user stories.
You will use the Boost methodology discussed during lectures, which requires the use of pair
programming. All documentation, other than the customized game map, must be completed individually.
The codebase provided for this assignment has already implemented the “warm-up” and some “sets”.
You will be implementing numerous other “sets” for this assignment using the Boost methodology. The
“warm down” stage is not required.
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You are free to take ideas discussed during lectures and implement these in your own version of the
codebase provided in Moodle for this assignment.
This assignment will be marked according to the functionality of your code, in addition to the elegance
and extensibility of your design and the quality of your documentation.
Note: It is recommended that you spend some time familiarizing yourself with the provided code base
prior to beginning any work on this assignment. You should start by spending some time exploring the
structure of the code to gain an understanding of the roles each class plays within the system and then
complete Lab 7-8.
1. Design and implement a custom environment for your maze game. This requires producing
your own unique hand-drawn map of the maze game environment and changing the
HardCodedData file to reflect the locations and items on your map. At least M (M>=4) locations,
including exactly N (N>=3) shops with a condition M>N, must be included, as well as enough
items to allow for proper testing of the game functionality. For example, there must be sufficient
items to verify that a player cannot collect an item if the weight restriction has been met. Note:
you should not retain the original locations or items from the provided codebase in your version
of the game.
2. Implement each of the following deliverables/milestones:
a. functionality as detailed in Lab 7 and Lab 8
b. commands to manage the various item management commands:
|i.||listItems, getItem, and dropItem, to allow the listing of all held items, collect a new|
item, and drop a held item.
equipItem and unequipItem, to wear/wield a held item, and to stop wearing or
wielding an equipped item.
purchaseItem and sellItem, to buy an item from a vendor and to sell an item to a
getmazestatus to show the status of the maze (i.e., the value of M and N)
Ensure that weight restrictions are not exceeded and that the context for each command is
appropriate. For example, purchasing and selling of items should only occur in a shop.
c. Basic combat functions, allowing a player to attack or to be attacked by a non-player
character (NPC). A player may flee combat or continue to attack until such time as one
combatant loses all life points. The end result must not be hard-coded, and neither the
hostile NPCs nor player may have their attributes configured in such a way that the final
outcome is pre-determined. Note that combat functions should only be available when the
player is in the presence of a hostile NPC, and combat may take whatever form is
appropriate for your game context rather than being limited to just hits with a weapon.
d. Collectable items that, when used, restore life points to a player. The number of life points
regained should be determined by the roll of 2 six-sided dice up to the player’s maximum
health. You can elect to allow these to be used during combat if you wish.
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3. Write 3 (Three) Unit test cases for each of the methods you are developing in this assignment.
You can write the test cases in any Java framework, but Junit is preferred.
4. Prepare a short Power-point presentation to demonstrate your software/program as if you are
going to sell this software/program to a prospective customer. The Power-point presentation
must contain the following items:
i. A demonstration of the game – how the game play works and how this was
ii. Explanation of the role of design patterns in the game, clearly identifying the
functionality where design patterns have had an impact and how this has occurred.
iii. An analysis of the use of a development methodology in creating the game
describing how did this assist, or make the development of the game more
This presentation will be assessed based on the clarity and accuracy of the explanations and how clearly
it demonstrates an understanding of how the game was coded, the design patterns used, and the impact
of using a development methodology.
1. Prepare an individual report, to be submitted as a Word document or a PDF, which includes:
a. The student number and name of each person on your team (including yourself)
b. User stories for each of the deliverables/milestones
c. Class diagrams for Lab 7 and Lab 8
d. Sequence diagrams for two (2) of the item management commands, taken from separate
groupings (i.e. you will not get credit for both getItem and dropItem as they are both in
e. A statement of your own personal contribution to the assignment
f. A statement of your partner’s contribution to the assignment.
Do not work with your partner or any other person to complete your individual report. These must
be unique and your own work.
Please note that assignments will NOT be marked and zero marks will be allocated if the individual
statements of personal and partner contributions are not submitted.
Each student must submit a single zip file that contains all assignment files in the Assignment 2
submission box provided in Moodle. Submission files include a photograph or a scanned image of your
hand-drawn map, code for each deliverable/milestone, presentation file, and an individual report
containing your student number, name, your partner’s student id number and name, diagrams, user
stories and contribution statements.
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|Student ID||Partner ID|
|Student Name||Partner Name|
|Pre-Requisites For Marking|
Statement of personal contribution and the partner’s contribution
|a. Functionality as detailed in Lab 7 and Lab 8|
b. Keeping the provision of taking the values of M and N while the program is in
|c. Hand-drawn map detailing custom game environment, implemented in the game, with|
at least M different locations including exactly N shop(s), and items to allow for full
|d. Item management commands:||3|
|e. Implementation of combat sequences between a player and hostile NPCs, including|
variable outcomes and the ability to flee.
f. Implementation of collectable items used to restore a player’s life points
|g. Unit test|
h. Power-point presentation
Individual report containing team details and:
|a. User stories for each of the deliverables / milestones||10|
|b. Class diagrams for Lab 7 and Lab 8||10|
|c. Sequence diagrams for two of the item management command from different groups.||10|
|The percentage value of the Task||20%|
i. listItems / getItem / dropItem
ii. equipItem / unequipItem
iii. purchaseItem / sellItem
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A completed marking guide will be uploaded in Moodle and marks uploaded to fdlGrades within 2 weeks
of assignment submission.
Plagiarism is the presentation of the expressed thought or work of another person as though it is one’s
own without properly acknowledging that person. You must not allow other students to copy your work
and must take care to safeguard against this happening. More information about the plagiarism policy
and procedure for the university can be found at http://federation.edu.au/students/learning-andstudy/online-help-with/plagiarism.