辅导案例-B351 /
1
Final Project Proposal
B351 / Q351


Basic Information

Project Title
Perry Dread

Team Members


1. Name Xu Feng

Short Project Statement
Perry Dread is a 2-D hilarious maze puzzle game
operating by Unity Engine, although its name
sounds like a horror game. The player will control
the character ‘Katy Perry’ to move around the maze,
avoid barrier and other celebrity enemies and
finally reach her Grammy Music Award at the top
center of the map. Each time Katy can only move
one step (grid), and after that, the enemies will
move towards her by one-two steps depends on the
difficulty level. The different enemies will have
different strategies to discourage Katy. Help Katy to
get her aspirational Grammy golden gramophone,
she deserves it!


2. Name Kaiju Lyu



3. Name

Background

1. Describe the problem space. What are the objectives, challenges, and constraints? What are some of
the variations found in the problem space?
a. For this project, by player’s perspective, our objective is making the character ‘Katy’ move to her
goal grid, which the ‘Grammy Award’ Locates. The challenge for achieving this is how to make
her motivation linked to the keyboard left, right, up, down and make order of the character and
enemy’s moving get ordered once enemy has a synchronization moving right after player’s
move—block player’s moving access when enemy processes its moving. Also, the constraint is
that one of our member in the group is new to Unity and programming language C#.
b. By game competition perspective, the enemy has its objective to chase and catch the character
that player control. It will be one of our AI design for this project. The challenge is that we want
to make the game has different difficulty level and each enemy has different characteristic when
catching the player.
c. By the macro perspective, there is an objective to automatically design the maze map by the
system, which will be another AI we may implement for this project. The challenge is how to
make this AI design the map and barrier arrangement that can ensure both enemy and player
achieve their objective and the same time map won’t be too easy or hard to play. A variation to
solve this problem can be designing our own map to reducing the hardiness of the coding.
2. What are some historical attempts to tackle the problem space:
For b, the Japanese game ‘Pac-man’ used to make a very great performance of the monster tracking
the player in the maze. And the team indicates that difference ‘monster’ will have different tracking
habit: https://dev.to/code2bits/pac-man-patterns--ghost-movement-strategy-pattern-1k1a
3. What solution are you proposing:
For b, there are many tutorials video to teach user to create the enemy chasing function on Unity, for
example, there is a one especially for 2-D game: https://www.youtube.com/watch?v=rhoQd6IAtDo
However, the problem is that when we introduce the barrier in the maze, only find the shortest
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distance is not enough, the path should be identified based on the barrier around the object enemy.
This is the point that we will still keep tracking to get other materials to solve.
Also, for making the slight difference for each enemy to increase the playability of the game, the
enemy’s moving characteristics and be achieved by using different searching algorithm. We find that
generally people will use A* search, but also can use greedy search and so on to create other dumb
enemy. The link is a Chinese website, you may use google translate:
https://blog.csdn.net/skyjacker/article/details/5468670

Third-Party Libraries and Technologies

We currently haven't decided which third-party tools would be used in our project, because based on
our discussion with mentors and our research, this project may not require any third-party technology.
But if there arises any issue that should be solved by using these third-party tools, we will mention in
our report and talk with mentors during the Check-in meeting. However, we will use the platform Unity
to process our game, if we find any important but not essential features in unity library that can
reduce the unnecessary complexity of our project, we will consider to use it.
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Deliverables

Project Proposal
· Project title
· Team members
· Project statement
· Background
· Third-Party Libraries and Technologies
· Deliverables
· Timeline
Program (Source Code)
· Currently we have four essentials to add in our project:
· Class for the enemy chasing
· Class for creating the maze map
· Class for player to control the character
· Class for interface and user perspective building
· Other supplements will be defined during the real-time working
Report
· Cover Page
· Catalog
· Project title
· Team members
· Problem Space
· Description of complementary techniques
· Solution models the human thought process
· Empirical analysis of algorithms
· Cited outside code
· Method of the program expanded or improved
Poster
· Project title
· Team members
· Brief project description
· Problem Space
· Empirical analysis of algorithms
PPT and representation video
Group Reflections

Timeline

1. On 11/02/2019, we will come up with the proposal draft including project title, team
members, background, deliverables, and timelines.

2. On 11/07/2019, after speaking with our mentors, we decide to rebuild our final project
conception since our mentors’ advice indicates that our original project proposal is extremely
hard to achieve by a 2 member group. Therefore, what we will do is rebuild a feasible proposal
based on the potential maze game we asked our mentor. Also, it will be the final proposal to be
submitted.

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3. On 11/13/2019, we should finish building the basic framework of our game on Unity by using
C#. All the Art designing including the background image, the 2-D character and enemy, and
the environmental supplements should be done. And we would make up a clear thought of
which searching method should be applied to the enemy’s chasing function.

4. On Check-in 1 11/14/2019, we will hold a meeting with Griffin and go through a deep
discussion about what our project is about, demonstrate our thought of how the final game
should be performed for each level. The same time we want to get a clearer idea that how the
puzzle of the maze should be designed—randomly by AI or just using artificial map; we want
to know some difference of searching method that results in the game.

5. On 11/20/2019, we should already determine which method to use for building the maze map
based on the previous check-in reflection. If we use another AI, we should make sure it can
build the appropriate map that gives the chance to both player and enemy to reach their goal. If
we decide to build our own maze map, we should be very familiar with the map and fixed any
possible bug that due to the incorrect maze arrangement during the game. Also, we expect the
AI for both enemies we designed are accomplished, they should be slightly different that add
more complexity and interest to the game.

6. On Check-in 2 11/21/2019, we plan to see Griffin with our final problem space. For example,
we want to check if the game has the issue of time limit exceeded in the project, any infinite
loop that player and enemy will chill by going round and round, and other bugs that won’t
meet our original design idea. Also, during this meet, we expect to receive the feedback about
not only the source code of the game but also the playability and the experience of game walk-
through atmosphere—some detailed stuff.

7. During 11/23/2019-12/01/2019, we will keep working on our report and program during
Thanksgiving break. What we expect to accomplish is the whole downloadable game that
operated on Unity. The game has an interacted user perspective menu and the button on the
menu can successfully link to their corresponding interface. The walk-through of the game
should be fluent by many tests. The poster and final draft can be started to work on.

8. Before 12/09/2019, we plan to ask if there is an alternative meeting can be scheduled with our
mentor, and we want to use this chance to get a final review for our whole project. And then
we may discuss the report further with Griffin and self-reflection by scheduling a meet, also
ask the requirement of the poster.

9. On 12/09/2019, we will deliver the final report, and start to rehearsal presentation.

10. On 12/15/2019, we will accomplish our final project report, group reflection, the poster for our
project, and make a final check to submit on 12/16/2019.


Acknowledgement


Instructor Mentor 1 Griffin Halloran Signature

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Instructor Mentor 2 Signature



Team Member 1 Xu Feng Signature



Team Member 2 Kaiju Lyu Signature



Team Member 3 Signature
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