OOPD HW #5: A Time to Code, a Time to Plan Instructor: McKim Due: Monday, 4/23 (4/30 for asynchronous folks) Special Note: We must have this assignment by the appropriate date. Give us whatever you have on the due date, in the proper form, and we'll take it from there. This one is worth 90 points. There are two main parts to this assignment. 1. Fill in your design from #4 with code. From a user's perspective, the only new functionality that will be visible compared to #3 will be the opportunity to select a Campaign. Provide at least three campaigns for the user to choose from. Submit a summary of how well your code matches (or doesn't match) your design from #4. Elaborate on any mismatches that occurred between the code and the design (what was the problem, how did you fix it?) One or two pages should be plenty for this. 2. Write a Users' Manual for designing campaigns. In this case we're not interested in the software objects behind the scenes, we're interested in the what the end user can actually see and do. Things to think about: Should there be a fifth Main Menu button for this? Is the Design Room an appropriate place to design campaigns or do we need something new? What does testing a campaign consist of? What are the actual mechanics of putting a campaign together? And so on. Keep this down to 5 or 6 pages, maybe a little more if you have pictures. Some combination of the best of these is likely to be the jumping off point for next Fall. Extra credit possibilities: E1. Some of you built in some extras in earlier assignments, these can be resubmitted now. E2. Add to the notion of a Campaign. Arguably a campaign should be more than just a random collection of puzzles. There should be some kind of theme. So, have some form of Introduction to the Campaign come up when the user opens it, have some motivational message as part of asking the user if they wish to move on to the next puzzle upon solving the current one, and have some congratulatory message pop up when the user completes the campaign. E3. Include some validation that what the user selects as a campaign file really contains a valid campaign. E4. New puzzles are always welcome, but they'll have to be particularly challenging to get extra credit. E5. Design a campaign around some theme. An obvious choice would be a Tutorial style campaign that would introduce the various game pieces one (or a few) at a time. E6. Make a proposal. What would you like to add in? Check with us before putting any serious work into such an idea, so we can tell you whether we think it's worth anything extra, and if it is, some idea of how hard it might be. Deliverables: D1. Modify your code from #2 to use the Desert bitmaps posted on the web page. This way you don't have to zip up your bitmaps folder, just your code and the new campaigns. More importantly Robert doesn't have to _receive_ the bitmaps folder; he can just use his own. Be sure to follow the directions for submission, as we won't have any time to track you down and get it right. D2. The design/code mismatch document described above. Plain ASCII or MS Word are preferred. D3. The User manual, described above. Again plain text or MS Word. D4. A page describing extra credit features, if any, that you've attempted. If it's not obvious, you'll need to tell us how to exercise these as well. OK, go get 'em! -- Jim