FAQ #

Each assignment will have an FAQ linked at the top. You can also access it by adding “/faq” to the end of the URL. The FAQ for Build your Own World here.

Introduction #

In Project 3, you will create an engine for generating explorable worlds. This is a large design project that will require you and one partner to work through every stage of development from ideation to presentation. The goal of this project is to teach you how to handle a larger piece of code with little starter code in the hopes of emulating something like a product development cycle. In accordance with this, the grading of this project will be different from other projects. Since there is no notion of “the correct answer” when it comes to world design and implementation, you will be assessed much like a performance review you might receive at an internship or job in addition to a very general autograder. While this means you will be graded slightly subjectively, we promise to be pretty nice bosses and will respect you as any boss should respect their hard working employees. Please talk to us if you feel the grading scheme feels unfair.

This project will require you a great deal of exploration and experimentation. Searching the web for answers (not solutions from past semesters) should be a regular activity throughout this process. Please know that there are no right and wrong answers, as this is a very open-ended project. However, there are some implementations and ideas that are better than others. It is ok and expected that you will go through several iterations before settling on something that you deem “good”. That is, this project is about software engineering.

You’re not required to use any of the fancy data structures or concepts from class (A*, MSTs, Disjoint Sets, etc). This project is about software engineering, not about data structures or algorithms. The data structures and algorithms we’ve learned about in class will make your code significantly simpler and more efficient, but please don’t use things just because we learned about them in class. Only use these tools if you feel comfortable using them in your implementation.

A video playlist (from Spring 2018) discussing tips for working on this project can be found at this link. Note that the API has changed slightly, but the basic ideas are all still true. Slides for these videos can be found at this link.

Deliverables #

Project 3 is worth 36 points. There are several key deadlines for this assignment:

  • Team formation (1 pt): Due 7/21 at 5:00 PM
    • Read and understand the partnership guidelines before starting the assignment.
    • When group repos are released, you must accept your GitHub invitation, otherwise they will expire after a week.
  • Project 3 Checkpoint (2 pts): Due 7/28 at 11:59 PM
    • Phase I: World Generation, due on Gradescope.
  • Project 3 Autograder (1 pt): Due 8/4 at 11:59 PM
    • Phase II: Interactivity, due on Gradescope.
  • Project 3 Partner Reflection (1 pt): Due 8/4, 11:59 PM:
  • Project 3 Checkoffs (31 pts): 8/5 in Practical Lab Sections
    • Must submit Project 3 Pre-Checkoff Form before signing up, due 8/4 at 11:59 PM.
    • All group members must arrive on time, otherwise a 20% late penalty will be applied to the group.

Beware: you cannot submit to either Project 3 autograder late, and they cannot be extended. All submissions after the deadline will result in a score of 0. The final checkoff can be extended if you have extenuating circumstances. We do not have the same extension policy as previous assignments, so get started early.

In your Gradescope submission for Phase II, your code should also have “Ambition” features. We will be asking for your Gradescope submission ID from Phase II in the Pre-Checkoff form.

Now on to the assignment spec!

Overview #

Your task for the next 2 weeks is to design and implement a 2D tile-based world exploration engine. By “tile-based”, we mean the worlds you generate will consist of a 2D grid of tiles. By “world exploration engine” we mean that your software will build a world, which the user will be able to explore by walking around and interacting with objects in that world. Your world will have an overhead perspective. As an example of a much more sophisticated system than you will build, the NES game “Zelda II” is (sometimes) a tile based world exploration engine that happens to be a video game:

Zelda2

The system you build can either use graphical tiles (as shown above), or it can use text based tiles, like the game shown below. Note that the world below is NOT a valid BYOW project (it doesn’t have rooms or hallways), it’s just an interesting example of a text-based game:

brogue

We will provide a tile renderer, a small set of starter tiles, and the headers for a few required methods that must be implemented for your world engine and that will be used by the autograder. The project will have two major deadlines. By the first deadline, you should be able to generate random worlds that meet the criteria below. By the second deadline, a user should be able to explore and interact with the world.

The major goal of this project is to give you a chance to attempt to manage the enormous complexity that comes with building a large system. Be warned: The system you build probably isn’t going to be that fun for users! Two weeks is simply not enough time, particularly for novice programmers. However, we do hope you will find it to be a fulfilling project, and the worlds you generate might even be beautiful.

Skeleton Code Structure #

A walkthrough of the new skeleton code is available here.

Use git pull skeleton main in your group repo to pull the skeleton code. The skeleton code contains two key packages that you’ll be using: TileEngine, Core and Utils. TileEngine provides some basic methods for rendering, as well as basic code structure for tiles, and contains:

  • TERenderer.java - contains rendering-related methods.
  • TETile.java - the type used for representing tiles in the world.
  • Tileset.java - a library of provided tiles.

Do NOT change TETile.java’s character field or character() method as it may lead to bad autograder results. Additionally, if you add new floor or wall tiles, make sure to modify isBoundaryTile and isGroundTile so that the autograder recognizes your tiles.

The other package Core contains everything unrelated to tiles. We recommend that you put all of your code for this project in the Core package, though this is not required. The Core package comes with the following classes:

  • AutograderBuddy.java - Provides two methods for interacting with your system. TETile[][] getWorldFromInput(String input) simulates the game without rendering by returning the world that would result if the input string had been typed on the keyboard. You should fill this out for autograder.
  • Main.java - How the user starts the entire system. Reads command line arguments and calls the appropriate function in World.java.
  • World.java - YOUR WORLD!

This is an open-ended project. As you can see, we gave you just one file called World.java where you can do necessary things to create your world! The aim of this project is to give you freedom to create your own world with different desing choices. You can create any other classes if you want. Primarly, you can use World.java for the logic behind your world creation.

The last package Utils contains everything that you might need to implement your World.java class.

  • RandomUtils.java - Provides handful of functions that might be useful.
  • FileUtils.java - Library of simple file operations. You can find related APIs here and here. Be sure to look at Lab 8 or Project 2 for a refresher on how this works.

This project makes heavy use of StdDraw, which is a package that has basic graphics rendering capabilities. Additionally, it supports user interaction with keyboard and mouse clicks. You will likely need to consult the API specification for StdDraw at some points in the project, which can be found here.

Your project should only use standard java libraries (imported from java.*) or any libraries we provided with your repo and library-su24. Your final submission for Phase II and the Project 3 Checkoff should not use any external libraries other than the ones provided in the skeleton.

Do NOT use static variables unless they have the final keyword! In 2018, many students ran into major debugging issues by trying to use static variables. Static non-final variables add a huge amount of complexity to a system. Additionally, do not call System.exit() in getWorldFromInput as this will cause the autograder to exit and fail.

Phase 1: World Generation #

As mentioned above, the first goal of the project will be to write a world generator. Your world must be valid and sufficiently random The requirements for these criteria are listed below:

Valid

  • The world must be a 2D grid, drawn using our tile engine. The tile engine is described in lab 16.
  • The generated world must include distinct rooms and hallways, though it may also include outdoor spaces.
  • At least some rooms should be rectangular, though you may support other shapes as well. Non-rectangular and overlapping rooms are ok, as long as the rest of the requirements are still met.
  • Your world generator must be capable of generating hallways that include turns (or equivalently, straight hallways that intersect). Random worlds should generate a turning hallway with at least moderate frequency (20% of worlds or more).
  • Dead-end hallways are not allowed.
  • Rooms and hallways must have walls that are visually distinct from floors. Walls and floors should be visually distinct from unused spaces.
  • Corner walls are optional.
  • Rooms and hallways should be connected, i.e. there should not be gaps in the floor between adjacent rooms or hallways.
  • All rooms should be reachable, i.e. there should be no rooms with no way to enter.
  • Rooms cannot clip off the edge of the world. In other words, there should be no floor tiles on the edge of the world.
  • The world must not have excess unused space. While this criterion is inherently subjective, aim to populate more than 50% of the world with rooms and hallways.

Sufficiently Random

  • The world must be pseudo-randomly generated. Pseudo-randomness is discussed in lab 16.
  • The world should contain a random number of rooms and hallways.
  • The locations of the rooms and hallways should be random.
  • The width and height of rooms should be random.
  • Hallways should have a width of 1 or 2 tiles and a random length.
  • Hallways must originate from a random position in a room. They should not predicatably come from a particular point, like a corner or the center of a room.
  • The world should be substantially different each time, i.e. you should NOT have the same basic layout with easily predictable features.

As an example of a world that meets all of these requirements (click for higher resolution), see the image below. In this image, # represents a wall tile and a dot represents a floor tile. All unused spaces are left blank.

compliant_world_example

Once you’ve completed lab 16, you can start working on your world generation algorithm.

It is very likely that you will end up throwing away your first world generation algorithm. This is normal! In real world systems, it is common to build several completely new versions before getting something you’re happy with. The room generation algorithm above was Hug’s 3rd one, and was ultimately much simpler than either of his first two.

You’re welcome to search the web for cool world generation algorithms. You must not copy and paste code from existing games or graphical demos online, but you’re welcome to draw inspiration from code on the web. As always, make sure to cite your sources using @source tags. You can also try playing existing 2D tile based games for inspiration. Brogue is an example of a particularly elegant, beautiful game. Dwarf Fortress is an example of an incredibly byzantine, absurdly complex world generation engine.

Tileset and Tile Rendering #

The tile rendering engine we provide takes in a 2D array of TETile objects and draws it to the screen. Let’s call this TETile[][] world for now. world[0][0] corresponds to the bottom left tile of the world. The first coordinate is the x coordinate, e.g. world[9][0] refers to the tile 9 spaces over to the right from the bottom left tile. The second coordinate is the y coordinate, and the value increases as we move upwards, e.g. world[0][5] is 5 tiles up from the bottom left tile. All values should be non-null, i.e. make sure to fill them all in before calling renderFrame. Make sure you understand the orientation of the world grid! If you’re unsure, write short sample programs that draw to the grid to deepen your understanding. If you mix up x vs. y or up vs. down, you’re going to have an incredibly confusing time debugging.

We have provided a small set of default tiles in Tileset.java and these should serve as a good example of how to create TETile objects. We strongly recommend adding your own tiles as well.

The tile engine also supports graphical tiles! To use graphical tiles, simply provide the filename of the tile as the fifth argument to the TETile constructor. Images must be 16 x 16, and should ideally be in PNG format. There is a large number of open source tile-sets available online for tile based games. Feel free to use these.

Any TETile object you create should be given a unique character that other tiles do not use. Even if you are using your own images for rendering the tile, each TETile should still have its own character representation.

If you do not supply a filename, or the file cannot be opened, then the tile engine will use the unicode character provided instead. This means that if someone else does not have the image file locally in the same location you specified, your world will still be displayed, but using unicode characters instead of textures you chose.

The tile rendering engine relies on StdDraw. We recommend against using StdDraw commands like setXScale or setYScale unless you really know what you’re doing, as you may considerably alter or damage the a e s t h e t i c of the system otherwise.

Starting Your Program #

Your program will be started by running the main method of the core.Main class. You will see that this method will render your program and will provide interactivity for you in the future. On top of that, in order to test your world, for Phase I, your project must support getWorldFromInput in core.AutograderBuddy. Specifically, you should be able to handle an input of the format "N#######S" where each # is a digit and there can be an arbitrary number of #s. This corresponds to requesting a new world (N), providing a seed (#s), and then pressing S to indicate that the seed has been completely entered. The logic between your world generation in Main class and getWorldFromInput method should be similar. While you should render your program in Main, you should not do that in getWorldFromInput since this will be used for Autograder.

Finally, we recommend that you make minimal modifications to the core.Main class. It is a much better idea to delegate all the work of the program to other classes you will create.

When your core.Main.main() method is run, your program must display a Main Menu that provides at LEAST the options to start a new world, load a previously saved world, and quit. The Main Menu should be fully navigable via the keyboard, using N for “new world”, L for “load world”, and Q for quit. You may include additional options or methods of navigation if you so choose.

main-menu_example

After pressing N on the keyboard for “new world”, the user should be prompted to enter a “random seed”, which is a long value of their choosing. This long data type will be used to generate the world randomly (as described later and in lab 16). The UI should show the seed value that the user has entered so far. After the user has pressed the final number in their seed, they should press S to tell the system that they’ve entered the entire seed that they want. Your world generator should be able to handle any positive seed up to 9,223,372,036,854,775,807. There is no defined behavior for seeds larger than this.

The behavior of the “Load” command is described later in this specification.

If the system is being called with core.AutograderBuddy.getWorldFromInput, no menu should be displayed and nothing should be drawn to the screen. The system should process the given String as if a human user was pressing the given keys using the main() method. For example, if we call getWorldFromInput("N3412S"), your program should generate a world with seed 3412 and return the generated 2D tile array. Note that letters in the input string can be upper or lower case and your engine should be able to accept either keypress (i.e. “N” and “n” should both initiate the process of world generation). You should NOT render any tiles or play any sound when using getWorldFromInput.

If you want to allow the user to have additional options, e.g. the ability to pick attributes of their character, specify world generation parameters, etc., you should create additional options. For example, you might add a fourth option “S” to the main menu for “select creature and create new world” if you want the user to be able to pick what sort of creature to play as. These additional options may have arbitrary behavior of your choosing, however, the behavior of N, L, and Q must be exactly as described in the spec!

Phase 1 Summary #

For Phase 1, you should be able to run Main.main by providing an input String, and have your program create a world, that adhere to the requirements mentioned above. Note that you should render the world to check your code by writing your own main method, but for the autograder, getWorldFromInput() should not render the world, only returning the row as a TETile array. Worlds should be visibly different for different seeds provided to the program. To get help in Office Hours, Lab, and Gitbugs you must also have an up-to-date design document (described in the next section).

Design Document #

Since we did not provide you with any significant skeleton code for Project 3, and since the project is very open ended, we expect that BYOW implementations will vary a fair amount between students. In order for course staff to provide you with support for this project, we request that you have a design document that reflects the current state of your project. We will not be able to process your Gitbugs, if you do not provide us with an up-to-date design document. We will also not be able to provide sufficient help in office hours or lab for questions that are specific to your implementation if you don’t have an up-to-date design document. It is not feasible for us to try to understand your design remotely otherwise. So, before you submit a Gitbug, make sure that the design document in your proj3 folder reflects the current state of your project.

Note that this is an exercise that is meant to help you, and to help us give you the best support possible. We highly encourage you to keep an up-to-date design document while working on this project. Having access to a design document in office hours or lab for example, may save you time explaining your implementation to an instructor or TA.

Putting effort into your design document before coding will save you many hours of work. Although it is not part of your grade, spending time to think about a good design is one of the best ways to ensure your success.

Design documents are important tools for software engineers. In a nutshell, these are documents that describe the structure of a program: the conceptual modules it comprises, the abstractions (classes in an object-oriented program) it uses, the implementation strategies (data structures and algorithms) each class uses, and how these modules and abstractions interact with each other.

Writing down a design for a program helps us plan out a project, organize ideas, and notice strategic design flaws before writing any code. Additionally, while working on a large-scale project like BYOW, having access to a design document may help you during the development process, as you will often need to reason about how multiple components of your program interact with each other.

Before you begin writing any code, use the guidelines listed here to create a plan for every feature of your BYOW program, and convince yourself that your design is correct. Writing a design document is an iterative process. After coming up with your initial design, you may find some flaws in it, requiring you to revisit your design and update its description according to your new findings.

Note: Your design document will NOT be graded ever. We will not be able to help you with Gitbugs and in Office Hours / Lab if you don’t have a handy design document.

Design Document Guidelines #

Please use the following format for your BYOW design document. Your design document should be written in markdown, a language that allows you to nicely format and style a text file. Organize your design document in a way that will make it easy for you or a course-staff member to read. You should complete your design document in the README.md file in your proj3 folder. If you open this file in IntelliJ, it will automatically render into a nicely formatted document on the right.

Design Document Sections #

1. Classes and Data Structures #

Include here any class definitions. For each class, list the instance variables (if any). Include a brief description of each variable and its purpose in the class. Your explanations in this section should be as concise as possible. Leave the full explanation to the following sections. You may cut this section short if you find your document is too wordy.

2. Algorithms #

This is where you tell us how your code works. For each class, include a high-level description of the methods in that class. That is, do not include a line-by-line breakdown of your code, but something you would write in a javadoc comment above a method, including any edge cases you are accounting for. We have read the project spec too, so make sure you do not repeat or rephrase what is stated there. This should be a description of how your code accomplishes what is stated in the spec. This is also a place where you can describe how different classes interact with each other (via their methods).

The length of this section depends on the complexity of the task and the complexity of your design. However, simple explanations are preferred. Here are some formatting tips:

  • For complex tasks, like adding rooms of random sizes at random locations, we recommend that you split your task into parts. Describe your algorithm for each part in a separate section. Start with the simplest component and build up your design, one piece at a time. Different sub-tasks may belong to different classes. If an algorithm uses a method (a subtask) from a different class be sure to mention it.
  • Try to clearly mark titles or names of classes with white space or some other symbols.
3. Persistence #

You should only tackle this section after you are done with phase 1. This section should describe how you are going to save the state of a world, and load it again, following the requirements in the spec. Again, try to keep your explanations clear and short. Include all the components your program interacts with - classes, specific methods, and files you may create.

Example #

To illustrate all this, we’ve created a sample design document for the Capers Lab. You should remember all of this from Project 2!

Phase 2: Interactivity #

In the second part of the project, you’ll add the ability for the user to actually interact with the world, and will also add user interface (UI) elements to your world to make it feel more immersive and informative.

The requirements for interactivity are as follows:

  • The user must be able to control some sort of “avatar” that can moved around using the W, A, S, and D keys. By “avatar”, we just mean some sort of on-screen representation controlled by the user. For example, you may use an “@” that can be moved around.
  • The avatar must be able to interact with the world in some way.
  • Your system must be deterministic in that the same sequence of key-presses from the same seed must result in exactly the same behavior every time. Note that a seeded Random object is guaranteed to output the same random numbers every time.
  • In order to support saving and loading, your program will need to create some files in your proj3 directory (more details later in the spec and in the skeleton code). The only files you may create must have the suffix “.txt” (for example “save-file.txt”). You will get autograder issues if you do not do this.

Optionally, you may also include game mechanics that allow the user to win or lose. Aside from these feature requirements, there will be a few technical requirements for your system, described in more detail below.

UI (User Interface) Appearance #

After the user has entered a seed and pressed S, the world should be displayed with a user interface. The user interface of your project must include:

  • A 2D grid of tiles showing the current state of the world.
  • A “Heads Up Display” (HUD) that provides additional information that maybe useful to the user. At the bare minimum, this should include Text that describes the tile currently under the mouse pointer. This should not be flickering, if it flickers you won’t be able to receive credit.

As an example of the bare minimum, the simple interface below displays a grid of tiles and a HUD that displays the description of the tile under the mouse pointer (click image for higher resolution):

mouseover_example1

You may include additional features if you choose. In the example below (click image for higher resolution), as with the previous example, the mouse cursor is currently over a wall, so the HUD displays the text “wall” in the top right. However, this HUD also provides the user with 5 hearts representing the avatar’s “health”. Note that this world does not meet the requirements of the spec above, as it is a large erratic cavernous space, as opposed to rooms connected by hallways.

mouseover_example1

As an example, the game below (click image for higher resolution) uses the GUI to list additional valid key presses, and provides more verbose information when the user mouses-over a tile (“You see grass-like fungus.”). The image shown below is a professional game, so we do not expect your project to have this level of detail (but we encourage you to try for some interesting visuals).

mouseover_example2

For information about how to specify the location of the HUD, see the initialize(int width, int height, int xOffset, int yOffset) method of TERenderer.

UI Behavior #

After the world has been generated, the user must be in control of some sort of avatar that is displayed in the world. The user must be able to move up, left, down, and right using the W, A, S, and D keys, respectively. These keys may also do additional things, e.g. pushing objects. You may include additional keys in your engine. The avatar should not move when attempting to move into a wall and the program should not error.

The system must behave pseudo-randomly. That is, given a certain seed, the same set of key presses must yield the exact same results!

In addition to movement keys, if the user enters :Q (note the colon), the program should quit and save. The description of the saving (and loading) function is described in the next section. This command must immediately quit and save, and should require no further key-presses to complete, e.g. do not ask them if they are sure before quitting. We will call this single action of quitting and saving at the same time “quit/saving”. This command is not case-sensitive, so :q should work as well. Additionally, : followed by any other letter should not do anything.

This project uses StdDraw to handle user input. This results in a couple of important limitations:

  • StdDraw does not support key combinations. When we say :Q, we mean : followed by Q.
  • It can only register key presses that result in a char. This means any unicode character will be fine but keys such as the arrow keys and escape will not work.
  • On some computers, it may not support holding down of keys without some significant modifications; i.e. you can’t hold down the e key and keep moving east. If you can figure out how to support holding down of keys in a way that is compatible with getWorldFromInput, you’re welcome to do so.

Because of the requirement that your system must handle String input (via getWorldFromInput), your engine cannot make use of real time, i.e. your system cannot have any mechanic which depends on a certain amount of time passing in real life, since that would not be captured in an input string and would not lead to deterministic behavior when using that string vs. providing input with the keyboard. Keeping track of the number of turns that have elapsed is a perfectly reasonable mechanic, and might be an interesting thing to include in your world, e.g. maybe the world grows steadily darker with each step. You’re welcome to include other key presses like allowing the user to press space bar in order to wait one turn. The real time behavior is for the autograder. Feel free to ignore real time requirement for the Checkoff and modify your code for that.

Saving and Loading #

Sometimes, you’ll be exploring your world, and you suddenly notice that it’s time to go to watch a CS 61B lecture. For times like these, being able to save your progress and load it later, is very handy. Your system must have the ability to save the state of the world while exploring, as well as to subsequently load the world into the exact state it was in when last saved.

Within a running Java program, we use variables to store and load values. Keep in mind that when your program ends, all the variables will go out of scope. Thus, you will need to persist the state of your program on some files that your program should create.

When the user restarts core.Main and presses L, the world should be in exactly the same state as it was before the project was terminated. This state includes the state of the random number generator! More on this in the next section. In the case that a user attempts to load but there is no previous save, your system should simply quit and the UI interface should close with no errors produced.

In the base requirements, the command :Q should save and completely terminate the program. This means an input string that contains :Q should not have any more characters after it and loading a world would require the program to be run again with an input string starting with L.

Interacting With Input Strings and Phase 2 #

Your getWorldFromInput(String input) must be able to handle input strings that include movement.

For example, the string N543SWWWWAA corresponds to the user creating a world with the seed 543, then moving up four times, then left twice. If we called getWorldFromInput("N543SWWWWAA"), your system would return a TETile[][] representing the world EXACTLY as it would be if we’d used main and typed these keys in manually. Since the system must be deterministic given a seed and a string of inputs, this will allow users to replay exactly what happened for a given sequence of inputs. This will also be handy for testing out your code, as well as for our autograder.

getWorldFromInput(String s) must also be able to handle saving and loading in a replay string, e.g. N25SDDWD:Q would correspond to starting a new world with seed 25, then moving right, right, up, right, then quit/saving. The method would then return the 2D TETile[][] array at the time of save. If we then started the engine with the replay string LDDDD, we’d reload the world we just saved, move right four times, then return the 2D TETile[][] array after the fourth move.

Your world should not change in any way between saves, i.e. the same exact TETile[][] should be returned by the last call to getWorldFromInput for all the following scenarios:

  • getWorldFromInput(N999SDDDWWWDDD)
  • getWorldFromInput(N999SDDD:Q), then getWorldFromInput(LWWWDDD)
  • getWorldFromInput(N999SDDD:Q), then getWorldFromInput(LWWW:Q), then getWorldFromInput(LDDD:Q)
  • getWorldFromInput(N999SDDD:Q), then getWorldFromInput(L:Q), then getWorldFromInput(L:Q) then getWorldFromInput(LWWWDDD)

we then called getWorldFromInput with input L:Q, we’d expect the exact same world state to be saved and returned as TETile[][] as with the previous call where we provided LDDDD.

You do not need to worry about replay strings that contain multiple saves, i.e. N5SDD:QD:QDD:Q is not considered a valid replay string, since the program should have terminated before the second :Q. You do not need to worry about invalid replay strings, i.e. you can assume that every replay string provided by the autograder starts with either N#S or L, where # represents the user entered seed.

The return value of the getWorldFromInput method should not depend on whether the input string ends with :Q or not. The only difference is whether the world state is saved or not as a side effect of the method.

Ambition Score #

12 points of your project score will be based on features of your choosing, which we call your “ambition score”. These will be evaluated as a part of the checkoff. The big idea is that beyond the base requirements of this project, we want you to try to polish your product a bit more and add some cool features. Below is a list of features worth either 8 points (primary feature) or 4 points (secondary feature). From these two categories, you are required to implement at least one primary feature in order to get full credit. You can get half credit on an ambition feature. This “ambition” category is only worth 12 points. If you do 14 points worth, you do not get extra credit. However, feel free to add as many features as you’d like if you have the time and inclination.

If you do not complete a primary feature, your ambition score will be capped at 4 points.

Your project must still meet the basic requirements described above! For example, if you allow the user to use mouse clicks, the project should still allow keyboard based movement!

Under the description of some primary features, we’ve provided some GIFS that would score full points on their respective ambition point items to help clear any confusions. Yours do not need to look exactly like the examples given.

You are not restricted to the features listed below. If you have an idea for a feature that is not listed, please make a post on Ed and we will tell you if it qualifies as a primary or secondary feature. In addition, we will actively be updating this document with clarifications about our current policy on ambition features. Please check back frequently if you have questions.

8 Point Primary Features #
  • Create a system so that the tile renderer only displays tiles on the screen that are within the line of sight of the avatar. The line of sight must be able to be toggled on and off with a keypress, otherwise it will interfere with checkoffs. Please check the Ambition Feature Clarifications for additional requirements for this feature.

line-of-sight

  • Add the ability for light sources to affect how the world is rendered, with at least one light source that can be turned on and off with a keypress. The intensity of the light must diminish in a gradient as the distance from the source increases. Light should also not pass through walls.

toggle-lights

  • Add entities which chase the avatar/other entities by use of a search algorithm from class, with a toggle to display their projected path.

enemy

  • Create a system for “encounters”, where a new interface appears when the avatar interacts with entities in the world, returning the avatar to the original interface when the encounter ends (e.g. Pokémon).

encounter

  • Add the ability for the user to change the perspective of their view (first-person, isometric 2.5D, 3D, etc.) (We’ve never seen anyone do isometric 2.5D or full 3D before! The Nintendo 64 game ‘Kirby 64 - The Crystal Shards’ is an example of what an isometric 2.5D world looks like). One particularly interesting example is Dorottya Urmossy and David Yang’s Fall 2022 submission, which is a 2.5D first-person view, i.e. the world is 3D but the entities are 2D.

  • Implement a battle system that allows players to interact with moving enemies and obstacles. Assign the player a health value, place collectibles that restore health around the map, and create randomly-moving enemies/objects that inflict damage on and receive damage from the player.

4 Point Secondary Features #
  • Add the ability for the user to “replay” their most recent save, visually displaying all the actions taken since the last time a new world was created. This must result in the same final state as would occur if the user had loaded the most recent save. This means that the game should be playable once the replay is complete.
  • Add multiple save slots that can be accessed with a new menu option, and a new keyboard shortcut to save to a slot other than slot 1. You should be careful to still support the default behavior of saving and loading in order to be consistent with the replay string requirements.
  • Add the ability to create a new world without closing and reopening the project, either as a special option you can press while exploring, or when you reach a “game over” state if you’ve turned your world into a game.
  • Add a menu option to change your avatar’s appearance to a custom image.
  • Add a menu option or randomly determine what the environment/theme of the world will be.
  • Add a menu option to change all text in the interface to a different language. English should be the default and there should be a way to switch it back to English.
  • Add support for mouse clicks on the main menu for anything that can be done with a keypress on the main menu.
  • Make your engine render images instead of unicode characters.
  • Add cool music to your menu and/or exploration interface. Also add sound effects for interactions the avatar makes with the world.
  • Add a minimap somewhere which shows the entire map and the current avatar location. This feature is a lot more interesting if you also implement a map which is larger than the screen so that you are unable to see the entire map normally.
  • Add ability to rotate the world, i.e. turn the board 90 degrees and adjust movement keys accordingly.
  • Add support for movement with mouse clicks on any visible square. You’ll need to implement some sort of algorithm for pathfinding.
  • Add support for 2 users to interact at the same time. This will require that you have two avatars on screen which can move around, and they should have separate control schemes.
  • Add support for undoing a movement (even moves that occurred in a previous save before the current one was loaded). Undoing a movement should reset the world back to before the most recent keypress but should add to the replay string instead of removing a character (i.e. undo command should be logged in the replay string).

Requirements Summary #

Here is a list of the requirements and restrictions on your project. Please note that this section does not substitute reading the entire spec since there are a lot of details which are not captured here.

  • When using main, your program must have a menu screen that has New World (N), Load (L), and Quit (Q) options, navigable by the keyboard, which are all not case-sensitive.
  • When entering New World, the user should enter an integer seed followed by the S key. Upon pressing S, the world should be generated and displayed.
  • The UI should show the numbers entered so far when the user is giving the seed.
  • Must have pseudo-randomly generated worlds/variety in worlds, i.e. the world should be different for every seed.
  • All generated worlds must include all the visual features described in Phase I above.
  • Users must be able to move around in the world using W, A, S, and D keys.
  • Users must be able to press “:Q” and “:q” to quit, and after starting the program up again, the L option on the main menu should load the world state exactly as it was before.
  • All random events should be pseudorandom. That is, your program gives deterministic behavior given a seed.
  • Users must be able to interact through string inputs using getWorldFromInput, and behavior other than accepting input and drawing to the screen should be identical to main.
  • getWorldFromInput must return a TETile[][] array of the world at the time after the last character in the string is processed.
  • getWorldFromInput must be able to handle saving and loading, just like main.
  • Your program must use our TileEngine and StdDraw for displaying graphics.
  • Your program must have a HUD, which displays relevant information somewhere outside the area displaying the world/tiles.
  • HUD must display a description of tile upon hovering over the tile.
  • Your program must not use real time. Nothing should be moving if no input is being received. This requirement is only necessary for the autograders; feel free to have real-time dependent features for ambition features.
  • Your program must include features that make up 12 points from the Ambition categories, with at least one primary feature.

Submission and Grading #

As usual, we’ll have two graders for this project on Gradescope. Remember to add your partner as a group member to your Gradescope submission.

Autograders: 3 points.

  • Phase 1: 2 points.
  • Phase 2: 1 points.

If you do not earn full points on the autograders, you can clobber them with your final checkoff score.

We will also have a brief partnership reflection assignment worth 1 point. You are required to make a submission to the Project 3 Reflection Form by Sunday 8/4, 11:59 pm pacific time.

In addition, you’ll also submit the Pre-Checkoff Form when you’ve completed the project by Sunday 8/4, 11:59 pm pacific time. Checkoff demos will be held on in your assigned lab section on Monday 8/5. Note that this is the same time as your autograder submission for Phase 2 is due. If you do not submit this form and sign up for a checkoff then you will receive a 0 on the checkoff portion of the project. Only one of your partners needs to submit the form, but you should write the responses together.

Checkoff demo (submitting the Pre-Checkoff Form and then attending a checkoff with your TA): 31 points.

  • 11 points: Basic Functionality
  • 8 points: Randomness
  • 12 points: Ambition features.

You’ll also need to identify a commit so we can grade it. You should:

  1. Identify the SHA of the commit that you’d like us to grade for the demo. This SHA must be from the same as the commit you submitted to Gradescope. It’s OK if they’re not exactly the same, though we recommend using the same commit so that you’re sure that it compiles and runs the way you expect it to. But if you need to comment some lines out to pass the autograder and then uncomment them for the checkoff, that’s OK. You can use git log to help you here. Copy this SHA and save it somewhere.
  2. Ensure that this commit is before the Phase II deadline, and run your code from this commit to double-check that it is indeed the commit you’d like graded. If your commit was from after the deadline, you’ll receive a 50% penalty.
  3. Paste it carefully into the form submission.
  4. Do not ignore step 3. If you paste the incorrect SHA, we’ll grade an incorrect version of your code, and if you paste an invalid SHA we’ll by default grade the origin/HEAD commit (which is likely to incur lateness penalties).

Checkoff Script and Form #

In the hopes of keeping this process as transparent as possible, click here for the exact script the instructor will use when checking your project. Though checkoffs are synchronous, we want to have a record of everyone’s project on file in case there are technical difficulties during the checkoff, or if we need to look at your project for whatever reason. Please be clear and concise so the grader knows exactly how to use your feature. If you find that explaining how to use your feature is too complicated, then consider simplifying the work the user must do to use it. If there are any known quirks in using the ambition feature, let us know that here: e.g. “After you turn the lights on, you need to press T to change the brightness”.

It’s also extremely important you read over the specifications again and ensure your project fits them exactly. It’s easy to miss a specification since there are so many of them, and so we ask that you read through them again right before you submit what ambition points they’ve attempted as well as how to use those features. Please be clear and concise so the grader knows exactly how to use your feature. If you find that explaining how to use your feature is too complicated, then consider simplifying the work the user must do to use it.

Once you’ve ensured that you have:

  1. Completed the project
  2. Read through all the specifications again to ensure you didn’t miss any
  3. Identified the commit you want graded (see previous section)
  4. Ensure you only use libraries in library-su24 or java.*

then you are ready to submit the Project 3 Pre-Checkoff Form.

Autograder Details #

We have two graders for BYOW: the Phase 1 grader and the Phase 2 grader.

Project 3 Checkpoint: Phase I Grader #

The Phase I Grader is due on Sunday, July 28th at 11:59 PM for 2 points. It will test:

  • getWorldFromInput returns a world
  • getWorldFromInput recreates the same world given the same seed multiple times
  • getWorldFromInput creates different worlds given different seeds

There will be no movement in these tests.

Phase 2 Grader #

The Phase II Grader is due on Sunday, August 4th at 11:59 PM for 1 point. It will test:

  • getWorldFromInput recreates the same world given the same seed and same movements multiple times
  • getWorldFromInput creates different worlds given different seeds and different movement
  • getWorldFromInput creates the same world even with saving and loading throughout the input string

Remember to add your partner as a group member when submitting to the autograder.

In addition, we will clobber the score you receive on the autograders with your final checkoff.

Getting Help #

Due to the open-ended nature of this project, it will be hard for the course staff to help you debug your project in the same way that they can for other projects. As a result, we will be implementing the following procedure regarding receiving help during lab and office hours in order to be able to allot an adequate enough time for those that attend.

  • Course staff will spend at most ~10 minutes per student.

  • Your design document must reflect the current state of your program.

  • Your code must be well documented, including all methods you write, according to the style guide. This is to minimize time spent verbally explaining what each method does.

  • When we do provide debugging help, it may be at a high level, where we suggest ways to reorganize your code in order to make clarity and debugging easier. It is not a good use of your time or the TAs’ time to try to find bugs in something that is disorganized and brittle.

Large Language Models (LLMs) #

For Phase II of Project 3, it’s OK to use large language models (LLMs) like ChatGPT, Bard, Bing, CoPilot, etc. however you want, with the important note that any code generated must be explicitly cited as being AI generated.

If you want LLMs to be useful for project 3, you’re going to want to give them small tasks. You should think of LLMs as assistant programmers you’ve hired to help you out on your project — they’re very fast and sloppy programmers who have little common sense, and they often need very specific directions to be useful.

If you give high level prompts like write a “write a lighting engine for my game with the code below”, it’s going to do badly. Prompts like “write a function that takes a Color and a brightness level and returns a new color with the given brightness” are really great use cases for LLMs.

Important: LLMs are notorious for confidently stating things that are not true. They don’t have any actual understanding, and the code they generate may be buggy or even totally garbage.