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Sip project and innovation pt2
1. SIP Project and InnovationPart 2 Kyle Offenback University of Advancing Technology September 2011
2. SIP Objective Create a game engine that offers a casual massive role playing game that utilizes the global positioning of the players to interact with the player versus environment and player versus player aspects of the game.
3. Character Abilities Concept Summary: Each class has unique abilities that sets them apart from other classes. These abilities will range from damaging, healing, mitigation, hp increasing buff, armor increasing buff, magic resistance buff, and utility type abilities.
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5. Shield Slam: Interrupts targets spell, if target is not casting the target can not cast the next turn.
6. Charge: The warrior will charge up to 3 additional squares. If an enemy player is adjacent to the last square the warrior charges, the enemy will take damage.
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8. Backstab: The rogue attacks with both weapons if the rogue is behind the target.
9. Venom: The rogue coats weapons with venom. This venom last for 5 turns. If a target is hit with any damage from the rogue, the target has a chance of being venomed for 2 rounds reducing damage done and healing received.
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11. Aimed Shot: The hunter loses a turn to aim his next shot, on the following turn the hunter will shoot, dealing a large amount of damage.
12. Trap: The hunter can lay a trap within a 3x3 square area. If an enemy moves into the square, the enemy losses 2 turns.
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14. Character Abilities Concept Priest -Heal: The priest casts heal on a target, healing their wounds. -Rejuvenate: The priest casts rejuvenate on a target, healing a small amount of wounds each round for 5 rounds. -Shield: The priest casts shield on a target, shielding the target from damage for the next 2 turns or until a certain amount of damage is dealt. -Blessing: The priest casts blessing on allied targets within a 3x3 area increasing their hit points and mana points for the next 5 rounds.
15. Quest Concept Summary: Their will be quests offered from the cities. Some of the quests will be PVE based while others are PVP based. The quests reward the player with items, gold, faction or experience.
16. Quest Concept Quest Types: Kill Quests: These quests will require the player to go out to certain zones and kill a certain amount of monsters. Collection Quests: These quests require the player to go out and collect certain items. Some of these items can be found by just walking around. Others will be found from enemies they kill. Objective Quests: These quests require the player to finish objectives in either PVE or PVP. For example, one might require the player to capture two bases in one of the PVP maps. Adventure Quests: These quests require the player to fully explore an area or dungeon. Each step in real life explores the zone more and more.
17. Location Code Concept Summary: Initially the game will be released on iPhone OS. iPhone OS uses Xcode 4, which is an objective-c type of development environment. The environment includes all of the methods that the iPhone OS uses. This project will be using these methods to determine if a player is moving, if the player is moving then combat can happen or quest updates can occur.
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19. User Interface Code Concept Summary: Start implementation of one of the User Interfaces. The middleware of choice is UNITY3. UNITY3 Pro includes the needed environment objects and methods used in smart phone programming. During this process, testing is needed to be implemented.
20. User Interface Code Concept Code Snippets and explanations: Public class PlayerHealth: MonoBehaviour { public intmaxHealth = 100; //for UI testing the player health is set to 100. public intcurHealth = 100; //for UI testing the player’s cur health is set to 100. void OnGUI() { GUI.Box(newRect( 10, 10, healthBarLength, 20), curHealth+ “/” +maxhealth); } public void AddjustCurrentHealth(intadj){ curHealth += adj; if(curHealth < 0) curHealth = 0; if(curHealth > maxHealth) curHealth = maxHealth; if(maxhealth < 1) maxHealth =1; healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth); } } The above code is a snippet for the player’s health. For UI testing purposes, and because I haven’t developed the entire player’s object, current health and max health are set to 100 at start up. Note that the mana code is very similar to the health code, except the location of the bar is at “10, 30” instead of “10, 10”, which is 10 pixels below the player’s health. NOTE: The above is a result from a class offered by BurgZergArcade at BurgZergArcade.com.
21. Six Thinking Hats Self-Analysis White Hat – Through out the document a lot of concept designs have been shown. The next phase will be to create working models. Red Hat – I do feel that the project idea is coming along nicely. I made more in depth concepts down this week and began coding. Yellow Hat –Changing over to iPhone OS actually was a great choice. Working with Xcode is a lot easier than Google. Black Hat – Changing to iPhone OS, while it is easier, means that I won’t be able to create the game for as many smart phones. This will pose a problem for selling the idea. Green Hat – An achievement system will be great to have. While I have not talked about it, this week I wanted to spend some time working on achievements, though ran into time problems as learning and coding both Xcode and UNITY3 was time consuming. Blue Hat – This week I did give my self less than I did the previous week. I was able to put more focus into coding. Though, again I gave myself a little too much. Learning both UNITY3 and Xcode at the same time is very challenging. In later weeks I might alter to learning only one for the time being.