DesignReview - clue-less

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Transcript DesignReview - clue-less

Clue-less
Project Design Review
Synergy
Design Overview

Clue-less game is a n-tier application that allows multiple Players to
play a game similar to Hasbro’s Clue. The goal of the clue game is
to solve a murder mystery and find out the suspect, murder weapon
and the location from the given six characters, six weapons and nine
rooms. The game will allow players to:
 select character
 move between rooms and corridors
 make suggestions
 keep record of suggestions
 make accusations.
Design Overview (cont.)

Clue-less game will be played on a client computer with a Graphical
User Interface (GUI) by four players. All four players must be
present for the game to begin.
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Players will connect to a central server that will update the clients
with events occurring in the game. The server will oversee the
game and dictate the rules, updating the player’s clients as
necessary.

Compared to the Hasbro game, a few simplifications and
assumptions were decided upon
Assumptions
Assumption
Description
Player is a character
Player is assigned to a “Character”
Character
There are six Characters with specified start locations
Rooms
Each room can hold multiple characters and weapons.
When a player is in a room, they must make suggestion.
Corner rooms are connected to each other.
Cell
Represents a hall or a room within the board
Board
Represents the layout of cells (halls and the rooms)
Hall
Can hold at most one player.
Case File
Has one weapon, one character and one room randomly
drawn
Assumptions (Cont.)
Assumption
Description
Suggestion
When a character makes a suggestion, the suggested
character is summoned to the room in question,
regardless if they are player controlled or not. Weapons
will be drawn into the GUI for visual representation.
Disproving
After a suggestion or accusation is made, the game will
proceed to the next player’s turn and, if they can disprove
an accusation, will force the player to choose one card to
show the accuser which will disprove his/her suggestion.
Use Cases
Game Flow (Initialization)
Game Flow (Board Maneuver)
Game Flow (Suggestions)
Game Flow (Accusations)
Activity Diagram
Architecture Overview

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Comprised of Two Main Parts:
Client and GUI on the player’s computer
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Running Windows XP/2K3/Vista with .Net Framework 2.0
Updated graphically for visual feedback
Contacts server for game updates
Server
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Running Windows XP/2K3/Vista with .Net Framework 2.0
and IIS 5.0
Contains most of the game logic
Contains a database to log player actions and events
Architecture Overview (Cont.)

Database:
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Running Windows XP/2K3/Vista
Microsoft .Net Framework 2.0
SQL Server 2000 or 2005
Class Diagram
Database Design

“Flat” structure with one main table – game

Game table stores each character’s position,
cards, character and game status
Other miscellaneous tables exist for
enumerations and chat

User Interface
Buttons
will light up
only when
it is your
turn
Text Interface,
similar to a
notepad where
the player can
jot down notes
to keep track
of gameplay.
Character
Token
Your cards
will appear
here.
The status bar will be updated to inform the player of whose turn it is, and what actions they took
Synergy