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
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]