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COSC2511 Introduction to Programming

COSC2511 Introduction to Programming
Semester 2 2020 (2010)
Programming Project
Assessment weighting: This assessment is out of 100 and will contribute towards 30% of
your overall course mark
(This is not a hurdle assessment)
Due Date: End of Week 15
Submission policy:
The due date for this assessment is end of week 15
Only one submission will be made per team
Submissions will be made via Canvas
Projects submitted after the due date but one week late will be accepted with a 20% reduction
in marks
Projects submitted after 11:59pm before 11:59pm two weeks late will be accepted with a 50%
reduction in marks
Projects submitted after two weeks late will not be accepted without RMIT Special
Consideration approval unless an extension has been granted prior to the due date (see below)
What to Submit:
Your team should make one single submission in a .zip file named cosc2511_sxxxxxxx.zip (where
sxxxxxxx is the project submitter’s student number)
Your zip file should include the following:
A document showing all algorithms and pseudocode used to solve the programming problems
(gameplay, item interaction, npc encounters, etc)
Documentation of your game including a description of the story, the game objective and
instructions on how to run the game and play
All required program files submitted as .java source code files
Extensions:
Extensions will only be granted under exceptional circumstances and are intended to offer
support and flexibility where unforeseen events have occurred preventing students from
submitting projects on time
If an extension is required, project teams must apply via email to their lab teacher prior to the
due date with an explanation of the unforeseen circumstancesexperienced
If an extension is granted by your teacher, it will be for a maximum of 7 calendardays
If further extension is required all project team members must individually apply for RMIT
Special Consideration here: https://www.rmit.edu.au/students/student-essentials/assessmentand-exams/assessment/special-consideration
Teaching Team:
Course Coordinator – Trevor Stone: trevor.stone@rmit.edu.au
Purpose:
The purpose of this project is to give you an opportunity to exercise your algorithmic thinking
and Java programming skills to solve programming problems with tools practiced throughout
the semester in Introduction to Programming COSC2511.
Team Composition: You will form teams of 1 – 3 students in Canvas and notify your instructor of
your team composition via your section’s Canvas discussion board by the end of week 13. Any
students not forming a team by this date will be deemed to be submitting this project as an
individual assessment task.
What to Create (Core Requirements):
The topic of this project is that your submission should be a console-based text adventure game
written in Java and should show an understanding of topics covered in Introduction to
Programming COSC2511.
Full creative control is with your project team, and the story line is completely up to you! You
might be exploring an alien planet, attacking a castle, or trying to make your way out of a
spooky forest. Let your imagination run wild!
Your game environment should be based on a 5 x 5 grid layout (see visual example on page 3)
and should have a minimum of 9 locations that a player can visit throughout the game.
Your game must have a clear objective (to win the game), and potentially may have an
alternate ending (optional) such as the player dying. Your game must include an inventory
system allowing a player to pick up, carry, list and interact with a minimum of 5 items, and
must include at least one interaction with a non-player character (npc).
Players must be able to navigate the game using a simple control system based on the four main
points of a compass (north(n), south(s), east(e) & west(w)), and each time a location and any
available items or interactions is visited a description of the location must be printed to the
screen. Once an item has been picked up, or a foe vanquished, subsequent visits to that
location must omit the item or npc from the description (or in the case of a slain enemy, change
its state to dead in the description).
Your goal is to display an understanding of the following programming tools used throughout
your game:
Exemplary coding etiquette showing good indenting, consistent block bracing style, data
type and class naming conventions and appropriate use ofcomments
At least one text-based menu
User (player) input
Appropriate selection of and use of variables
Selection statements including switch, if, else if and nested if
Iteration with the appropriate type of loops
Use of random numbers
Arrays
Functions
Classes and methods
Game Layout Example

Marking
Guide
Not Quite There Starting to Improve Getting Better Nice Work! Above and Beyond!
Objective not
achieved (0
marks)
Objective partially
achieved (3 marks)
Objective mostly
met (6 marks)
Objective fully
met (9 marks)
Exceeded expectations
(10 marks)
Little to no
commenting and/or
poorly implemented
indenting and block
bracing
Limited use of commenting
with inconsistent block
bracing and/or indenting
style and class and data type
naming conventions
Good use of
commenting with
appropriate
information and
consistent block bracing and indenting
style in addition to
sound class and data
type naming
conventions
Thorough use of
commenting
techniques with
consistent block
bracing and indenting style in
addition to good
class and data
type naming
conventions
Thorough and detailed use of
advanced commenting
techniques with consistent
block bracing and indenting
style in addition to industry standard class and data type
naming conventions
Coding Style
Programming
problems not solved,
and core
requirements not met
Partial thought given to
problem solving with little
algorithmic thinking or
pseudocode provided to
support the program. Core
requirements partially met
Good problem solving
and algorithmic
thinking displayed and
pseudocode
documentation
provided to support
the program. Most
core requirements
met
Thorough
problem solving
with additional
algorithmic
thinking and
pseudocode
documentation
provided to
support the
program. All core
requirements met
Thorough and efficient
problem solving with
additional algorithmic
thinking and pseudocode
documentation provided to
support the program. All
core requirements met with
some exceeded
Algorithmic
Thinking
User not asked for
input
Limited user input accepted
with no data validation
Appropriate user input
accepted with some
data validation
techniques used
A range of user
inputs are
accepted with
consistent data
validation
Complex user input
mechanisms implemented
with advanced data
validation techniques utilised
User Input
Inappropriate data
types used throughout
program
Some data types used in the
program but not consistently
the best data types
Acceptable data types
used throughout the
program
A range of
completely
appropriate data
types used showing an
understanding of
all data types
covered
A large range of data types
used including advanced
techniques such as resizable
implementations of arrays etc.
Data Types
No selection tools
used
Limited use of selection
statements but not all types
used
All selection types
used in a limited way.
Could be improved
with better type
selection or nesting
etc
All selection types
used in an
efficient manner
Extensive usage of a full
range of selection
statements including nesting
and implementation of user
menus
Selection
Loops not used in the
program
A single loop type used
throughout the program in a
limited way
A range of loops used
but not always the
most appropriate type
Appropriate types
of loops used
showing a good
understanding of
each type of loop
method
Advanced use of iteration
using a range of techniques
to control program flow and
duration and to initialise
data types
Iteration
Arrays not
implemented in the
program
One array implemented but
not the most appropriate
type or not accessed
correctly
Arrays used mostly
appropriate with fixed
initialisation
parameters
Good use of
multiple arrays
showing dynamic
initialisation
techniques
Extensive use of multiple
arrays showing advanced
initialisation and access
methodologies
Arrays
No object-oriented
principles used in the
program
Objects instantiated in the
game do not have an ‘is a’
relationship and/or are not
accessed
Use of objects in a
limited way with basic
methods available
Good use of
objects displaying
an ‘is a’
relationship to
game elements
and appropriate
get and set
methods for
object attributes
Extensive use of classes and
object instantiation showing
an understanding of
advanced OOP principles
Object
Oriented
Programming
Principles
No clear objective
defined to win the
game
Game objective present but
not clear or achievable
Defined game
objective present but
either too challenging
or too easy to achieve
(no puzzle solving
required for example)
Clearly defined
game objective
that is challenging
but achievable
Clearly defined game
objective that is challenging
but achievable with more
than one alternate ending
provided
Game
Objective
No storyline
implemented in the
game scenario
Limited and shallow story
used in the game
Interesting but very
short story with
limited
documentation
Engaging and
entertaining story
with good
documentation
provided
Deep, complex and engaging
story implemented showing
exceptional creative process
and excellent documentation
Creativity

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