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WEEKLY PLAN & PROGRESS

Systematic plan

Milestones and dates (A1 due Mon 10 Nov 2025)

  • Iteration 1 (1–7 Oct): Risk register baseline; requirements skeleton; website scaffolded.
  • Iteration 2 (8–14 Oct): Requirements expanded; architecture baseline.
  • Iteration 3 (15–21 Oct): Architecture refined; risk register matured.
  • Iteration 4 (22–28 Oct): Repo scaffold (Java 17, Gradle, libGDX); CI setup.
  • Iteration 5 (29 Oct–4 Nov): Map pipeline (Tiled) and art; event system skeleton.
  • Iteration 6 (5–10 Nov): Timer/pause/counters; polish, packaging, PDFs and website.

Key tasks with dates, priorities, dependencies

  • T001 Risk assessment and mitigation
    • Start: 1 Oct • Finish: 28 Oct
    • Dependencies: none • Output: Risk1.pdf, risk register (IDs, likelihood/impact, mitigation)
  • T002 Requirements elicitation and specification
    • Start: 2 Oct • Finish: 7 Nov
    • Dependencies: none • Output: Req1.pdf with UR/FR/NFR IDs and acceptance criteria
  • T003 Architecture (structural + behavioural, traceability)
    • Start: 9 Oct • Finish: 7 Nov
    • Dependencies: T002 (req IDs) • Output: Arch1.pdf with Doc
  • T004 Tooling and CI (Java 17, Gradle, libGDX)
    • Start: 22 Oct • Finish: 3 Nov
    • Dependencies: none • Output: Initial code in the github repository
  • T005 Map pipeline and art (Tiled + layers)
    • Start: 29 Oct • Finish: 7 Nov
    • Dependencies: T004 (project scaffold) • Output: maze assets and layers
  • T006 Event system skeleton (triggers/effects)
    • Start: 29 Oct • Finish: 4 Nov
    • Dependencies: T005 (map loader) • Output: Triggering mechanism, effects interface
  • T007 Implement required A1 events (1 negative, 1 positive, 1 hidden)
    • Start: 30 Oct • Finish: 7 Nov
    • Dependencies: T006 • Output: Three working events, counters incremented
  • T008 Timer, pause and counters UI
    • Start: 22 Oct • Finish: 5 Nov
    • Dependencies: T004 (loop/input), T006 (event outcomes for counters) • Output: 5‑minute timer with pause, counters overlay
  • T009 Packaging
    • Start: 1 Nov • Finish: 6 Nov
    • Dependencies: T004, T008 • Output: Single executable JAR, validated on Windows/macOS/Linux
  • T010 Accessibility and attribution
    • Start: 1 Nov • Finish: 7 Nov
    • Dependencies: T005–T008 • Output: Multimodal cues (text + visual/audio), Assets/ATTRIBUTION.md
  • T011 Website and deliverables
    • Start: 1 Oct • Finish: 9–10 Nov
    • Dependencies: all • Output: Website with links to PDFs, JAR, repo; final PDFs (Req1.pdf, Arch1.pdf, Plan1.pdf, Risk1.pdf, Impl1.pdf)

Dependencies summary

  • T003 depends on T002 (traceability from requirements).
  • T006 depends on T005 (map loader and layers).
  • T007 depends on T006 (event framework).
  • T008 depends on T004 (input/game loop) and T006 (event outcomes).
  • T009 depends on T004 and T008 (build + artifact).
  • T011 depends on all prior tasks.

Plan evolution (high‑level)

  • Week of 1 Oct: Established the risk register and requirements skeleton; website scaffolded.
  • Week of 8 Oct: Requirements expanded and formatted; architecture baseline produced.
  • Week of 15 Oct: Architecture refined (class relationships, early state model); risk register gained consequence column and colour‑coding.
  • Week of 22 Oct: libGDX project scaffolded; CI configured; initial input/timer loop prototyped.
  • Week of 29 Oct: Tiled map and art progressed; event system skeleton added; risk and requirements updated for clarity.
  • Week of 5 Nov: Timer, collisions, movement, initial/end screens completed; events implemented; packaging validated; final polish and documentation underway.

Priorities (MoSCoW)

  • Must: T001–T009, T011 (meets A1 brief: one of each event, timer up to 5 minutes with pause, counters, executable JAR, and website with links).
  • Should: T010 (multimodal cues, attribution); simple victory screen polish.
  • Could: Optional marketing link/QR event if time permits (de‑scoped if it risks Musts).

Risk assessment

Initial start: October 1, 2025

  • Created table to hold risks in
  • Added team member stops contributing, and if remote repo goes down

Progress by October 7, 2025:

  • Added introduction as to why risk mitigation is important, and how the risks were planned out, and why the decision was made to organise it in a table
  • Added a consequence column, as well as colour coding for likelihood and impact
  • Each risk is now identified with a number
  • Added risks for: "Development software in use stops working", "Hardware in use stops working", "Customer changes their mind on a certain aspect of the product", "Feature doesn't fit what the customer envisaged" and "Library in use for the development loses support and stops working"

Progress by October 14, 2025:

  • Expanded some items in "Consequences" column
  • Added risk, consequences, mitigation, etc for: another company taking legal action against the project, the quality of the code being poor due to constraints, and unexpected problems arising.

Progress by October 21, 2025:

  • Added risk and corresponding column fields for if development goes poorly

Progress by October 28, 2025:

  • Deliverable finished

Programming

Initial start: October 22, 2025

  • First meaningful commit was made, to scaffold libgdx project
  • Now everyone is working in branches

Progress by October 27, 2025:

  • Smaller commits done, more maintenance than development

Progress as of 5th november:

  • Timer works
  • Collisions work
  • Movements work
  • Initial screen works
  • End screen works
  • refactored how movement key input is checked by introducing dedicated helper methods in InputHelper, then updates Main to use them
  • Still todo:
    • Credits (assigned to Katelyn and Lucy)
    • Map (assigned to Lucy)
    • Scoring (assigned to Katelyn)
    • Events (assigned to Katelyn)

Map development

Initial start: October 29, 2025

  • First project set up

Progress by November 5, 2025:

  • Using Tiled, map is mostly finished
  • Art has been created and the layers are added.

Architecture

Initial start: October 9, 2025

  • First project set up, basic plan of what to implement

Progress by: October 16, 2025:

  • Added structural class diagram, laying out in detail how core classes (Game, Timer, Screen, Sprite, Player, Dean, Item, Event) interact and satisfy requirements (FR_SCORING, FR_PAUSING, UR_TIME, UR_UI).

Progress by: October 23, 2025:

  • New classes/components and roles or expanded relationships: Game: main class; checks player location to trigger events, Score: influenced by events (and possibly timer), Event: triggered when player is on specific tile; affects score, Inventory: stores items, Dean: appears at end if time runs out, Maze: placeholder for possible procedural generation, Tile: walls/paths with textures; some trigger events; Game accesses tiles (abstracted)
  • Relationship clarifications: Timer can modify score, Items reside on tiles and move to inventory

Progress by: October 30, 2025:

  • Added paragraph explaining the design was influenced by the pipeline architecture.
  • Full write-up replacing bullet points
  • Requirement traceability added with IDs: FR_MAP_CREATION, UR_TIME, UR_UI, FR_SCORING, etc
  • Pipeline-architecture influence explained (inputs → components → outputs)
  • Detailed class roles and relationships fleshed out:
  • Game holds int[] maze (pre-filled), orchestrates Timer/Events
  • Timer tracks time, pause/play, affects Score
  • Screen aggregates visuals; uses Sprite assets
  • Sprite stores location/speed; handles input; used by Player/Dean
  • Added design process/history section with figures
  • State diagram still only mentioned briefly

Progress by: November 6, 2025:

  • Major expansion of behavioural/state-diagram section: Event-driven rationale for using states, Timer substate: running ↔ paused → expired; reacts to pauseGame/resumeGame/timeout, Event propagation to parent "playing" state; higher-level transitions: playing, paused, game over, Event propagation to parent "playing" state; higher-level transitions: playing, paused, game over.

Requirements

Initial start: October 2, 2025

  • Empty tables for user requirements, functional requirements and non-functional requirements

Progress by: October 9, 2025

  • Add user requirements for age rating, licensing, in game events, score, map and pause menu/abilities

Progress by: October 16, 2025

  • Expanded introduction, to include explanations for the tables, including the format of each requirement
  • Add paragraph about how requirements were gathered and converted to be placed in the table
  • Added even more requirements, such as the game style, difficulty level, programming language, runtime environment, system restrictions, game time and language.

Progress by: October 23, 2025

  • Added: UR_MAIN_MENU (main menu with new game, settings, exit; returns after each maze) [new]
  • UR_UI cleaned: removed "(maybe inventory idk)"
  • Minor consistency: UR_MAIN_MENU priority shown as "shall" (lowercase) vs others "Shall/Should/May"
  • Added: FR_MAIN_MENU (buttons: new game, exit, settings) [new]
  • Added: FR_SETTINGS (settings screen; e.g., change volume) [new]
  • FR_HIDDEN_EVENTS phrasing tightened (removed quotes around "activates")

Progress by: October 20, 2025

  • Added title page with team name (Cohort 3 Team 7) and full member list
  • UR_MAP: removed the parenthetical "(unspecified for the final version so we need to ask)" — now simply "There are several maps..."
  • FR_SETTINGS: minor punctuation cleanup (removed trailing comma); content unchanged
  • Otherwise unchanged: all UR/FR/NFR IDs and texts remain the same