Gamesman - The "Shall We Play a Game?" Project
     
 
   
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Assignment > Project Overview

Project Overview

Your mission, should you choose to accept it, is as follows:

  1. Pick a partner to work with on the project.
  2. Play 1,2,...,10 and Tomorrow's Tic-tac-toe and look through their source code (check out m1210.scm first, it's the easiest) to figure out the basics of the control flow and how the game module interacts with gamesman.scm.
  3. Choose one of the latter four games: Northcott's Game, Konane, Surround and Knight's Dance.
  4. Implement the game in Scheme by filling in several key procedures in the template Scheme file we'll give you (the hard mathematics has already been done!) This will take a few weeks and should be started as soon as possible.
  5. Test your procedures thoroughly in isolation, using test-loop.scm (read instructions inside the file),  as well as within the Gamesman structure (i.e., play the game quite a lot by running (gamesman) to make sure you handle all the hard cases).
  6. Implement the compulsory alternative rules so that you can effectively create several games for the cost of one.
  7. Test thoroughly.
  8. Choose and implement the user-chosen nifty rule(s).
  9. Test thoroughly.
  10. Design a cool graphical output-only (no mouse input) front-end for your game.
  11. Test, test, and test some more.
  12. If you are really driven, implement some extra nifty features that will earn you extra credit. The amount of extra credit is usually a function of the degree of difficulty of your proposed feature.
  13. Save your tests in isolation.txt and in overall.txt.
  14. Fill in an overview.txt file which will tell us who you worked with, how you divided the work, etc.
  15. Document your code, tie off any loose strings, and submit it.

 

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