Development of App for Gaming

3934 words (16 pages) Essay

9th Apr 2018 Computer Science Reference this

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Chapter 4

RESULTS AND DISCUSSION

This section will demonstrate the after effects of distinctive devices utilized as a part of presentation, investigation and understanding of the outcome in assessment. Tables are likewise included in the section for effortlessly comprehension of the contrast between the current and the proposed programming.

1. Entities used in the proposed software

An entity is a thing of enthusiasm to an association about which information is to be held. In a business for instance, substances would be things, for example, a client, a representative, or thing of stock. Each of these substances have what are portrayed as Attributes.

Table 2

Input variables in the Main Menu Screen

Entities

Description

Medieval Navy Character

The main character played by the gamer is the navy character chosen by the proponent.

Blue Monkey Artificial Intelligence Enemy

Although the AI lacks of graphics, the proponent made the AI look more natural.

The table above shows the entities used in the proposed software. The proponent researched about the component of a game, this entities were all used by RPG games.

2. Design Consideration of Piratescape

There are design considerations that are needed to be followed on building the Piratescape. Some of these are Algorithm, Data Structure, Architectural Design, and System Design.

a. Algorithm

C:UsersErwin LamosteDesktopThesisDocu KoChaptersAlgoalgo touch.png

Figure 4

Implementation of Touch Screen Based

Application Algorithm

The program shown in Figure 4 implements the Touch Screen Based Application Algorithm. In spite of the fact that this calculation it can distinguish the vicinity and area of a touch inside the presentation zone.C:UsersErwin LamosteDesktopThesisDocu KoChaptersAlgoprojection matrix.png

Figure 5

Projection Matrix Algorithm

The projection matrix algorithm was used on the software to show the Perspective on 3d world it is distance of object on the player’s character. Orthographic projection (or orthogonal projection) is a method for speaking to a three-dimensional protest in two measurements. It is a type of parallel projection, where all the projection lines are orthogonal to the projection plane, bringing about every plane of the scene showing up in relative change on the review surface.

C:UsersErwin LamosteDesktopThesisDocu KoChaptersAlgomipmap.png

Figure 6

Mipmap Filtering Algorithm

In 3D computer graphics, mipmaps are pre-calculated, enhanced grouping of surfaces that go with a principle surface, each of which is a continuously lower determination representation of the same picture. The tallness and width of every picture, or level, in the mipmap is a force of two littler than the past level.

b. Data Structure

C:UsersErwin LamosteDesktopThesisDocu KoChaptersArrays2.gif

Figure 7

Multi-Dimensional Array

Array. It is utilized to indicate a variable that can be filed. One dimensional show is an organized gathering of segments that can be gotten to independently by indicating the position of a part with a solitary listed quality. The information of the same sort and same degree then its ideal to store it in a cluster. A show can hold any kind of information and can have multidimensional. For getting to components of cluster, list is generally utilized. Multi-dimensional clusters are typically spoken to consecutively segment approach on paper, and the terms of “lines” and “segments” are utilized as a part of registering.

In Piratescape, multi-dimensional array is used for the assigning every value on index in Tile Map System. A typical tile map consists of a multi-dimensional array/matrix containing references to a tile object. Every index holds information such as the type of terrain, if it is possible to walk on it.C:UsersErwin LamosteDesktopThesisDocu KoChaptersdata struct.png

Figure 8

Implementation of Multi-Dimensional Array in Coordinates

Figure 5 shows the use of multi-dimensional array in coordinates. A common tile map consist of a multi-dimensional array/matrix containing references to a tile object. This tile article holds the data, for example, the sort of landscape, in the event that it is conceivable to stroll on it.

c. Code Optimization

Code optimization is a procedure where the projects source code is advanced for the projects execution and ease of use. Code optimization likewise includes the utilization of standards and calculations to program code with the objective of making it quicker, littler, more proficient, et cetera.

Table 3

Quality Assurance Checklist Criteria

Total Total

(Yes) (No)

Class

1. Description of the program is stated

11

0

2. Author, date created and revised are indicated

11

0

3. Indention is clear and consistent

11

0

4. Program is self-documenting

11

0

Method

5. Method name connotes action or decision

73

0

6. Method has maximum parameters

73

0

7. All identifiers are initialized

73

0

Table 3 represents the result of the inspection from the white box testing. All the 11 classes and 73 methods on the Quality Assurance Checklist, have passed the inspections. These methods were written well and this is because the software was written with the knowledge of code optimization so the standards of the criteria were targeted immediately during the development of this program.

Table 4

 

Number of Line of Codes(LOC)

Class Name

0-12

13-24

25-37

38-49

50 Above

PiratescapeRenderer.java(14)

6

4

2

0

2

MainMenu.java(2)

2

0

0

0

0

Enemy.java(5)

2

2

0

1

0

BaseG3dHudTest.java(12)

10

1

1

0

0

GameView.java(1)

1

0

0

0

0

MainActivity.java(1)

1

0

0

0

0

BaseG3dTest.java(6)

5

1

0

0

0

Basic3DSceneTest.java(5)

3

1

1

0

0

Basic3DTest.java(9)

8

1

0

0

0

Benchmark3DTest.java(12)

9

1

1

1

0

SkeletonTest.java(6)

6

0

0

0

0

The table above shows the number of line of codes of all the each

method within every class. Only the handle and together with the character render method has a long code because of directions given on its character movement and the accuracy of the d-pad to its movement.

Table 5

 

Number of Conditions

Class Name

0-12

13-24

25-37

38-49

50 Above

PiratescapeRenderer.java(14)

13

1

0

0

0

MainMenu.java(2)

2

0

0

0

0

Enemy.java(5)

5

0

0

0

0

BaseG3dHudTest.java(12)

12

0

0

0

0

GameView.java(1)

1

0

0

0

0

MainActivity.java(1)

1

0

0

0

0

BaseG3dTest.java(6)

6

0

0

0

0

Basic3DSceneTest.java(5)

5

0

0

0

0

Basic3DTest.java(9)

8

1

0

0

0

Benchmark3DTest.java(12)

10

0

2

0

0

SkeletonTest.java(6)

6

0

0

0

0

Table ? presents the number of conditions that the methods contained within the program which all had minimum occurrences.

Fault Density

This is the number of faults or errors that are found and will be given a ratio from a certain number of codes. The program passed the criterion because the program’s codes were written with knowledge about quality assurance and code optimization, so there were post fixes upon coding before the white box testing was conducted.

d. Architectural Design

A UML (Unified Modeling Language) is utilized to indicate, envision, alter, build, and archive the antiques of an article situated programming concentrated framework being worked on. UML is utilized as a part of request to demonstrate the design outline of the proposed programming.

Use-case Diagram. It gives a premise of correspondence between end-clients and engineers in the arranging of the product venture. The diagram below shows the use-case diagram of the Piratescape.

C:UsersErwin LamosteDesktopThesisDocu KoChaptersImagesUse-Case Diagram.jpeg

Figure 9

Use-Case Diagram of Piratescape

The researcher used a Use-Case Diagram to understand the flow of the program development. A Use-Case Diagram can portray the different types of users of a system and the various ways that they interact with the system.

Activity Diagram. It demonstrates the stream of control that can be utilized as outline for investigation and rationale technique.

C:UsersErwin LamosteDesktopThesisDocu KoChaptersImagesActivity Diagram.jpeg

Figure 10

Activity Diagram of Piratescape

The researcher has provided the activity diagram for better understanding of the user. The figure activity diagram of Piratescape show the user will load the main menu and choose a button such as play, and exit button. Figure 10 shows that the user will load the main menu and can choose button such as start, and exit button. When the user chooses start button, it will proceed to the gameplay of Piratescape. In the exit game button which will allow the user to exit the game.

Sequence Diagram. Is a sort of connection graph that indicates how techniques work with each other and in what request.

C:UsersErwin LamosteDesktopThesisDocu KoChaptersImagesSequence Diagram.jpeg

Figure 11

Sequence Diagram of Piratescape

Piratescape used Sequence Diagram also representing for software design. Sequence diagram shows how objects communicate with each other in terms of a sequence of messages.

Class Diagram. Is a kind of static structure outline that portrays the structure of a framework by demonstrating the framework’s classes, their characteristics, operations (or systems), and the connections among items.

C:UsersErwin LamosteDesktopThesisDocu KoChaptersImagesClass Diagram.jpeg

Figure 12

Class Diagram of Piratescape

The class diagram shown in figure 12 represents the PiratescapeRender class, MainMenu class, and Enemy class. All the classes that extend a class has the capability to access the methods in the extended class.

3. System Requirements in Implementing Piratescape

Table 6

System Requirements

 

Recommended

Minimum

Phone Memory

At least 64mb

128mb

Memory Card

At least 64mb

128mb

Operating System

Android 4.4

Android 4.0

Table 6 represents the minimum hardware requirements of the Piratescape to run on an Android mobile device. The respondents are recommended to use Android 4.4 as the operating system because it is the one used in the development of the software and at least 128mb of free memory from Phone Memory and Memory Card.

The application requires a minimum of 64mb of free memory from Phone Memory together with Memory Card, also with Android 4.0 operating system.

4. Level of Acceptability of the software

The researcher showed the result of the software in terms of Entertainment, Originality, and Gameplay.

Table 7

Result of the Evaluated Software

Category

Weighted Mean

Verbal Interpretation

Entertainment

3

Neutral

Originality

3.5

Neutral

Gameplay

3.05

Neutral

WM over all

3.183

Neutral

The proponent distributed evaluation forms to the game enthusiast on an internet café named Netopia (Fairview Branch). With a weighted mean of 3 interpreted as Neutral was rated for the Entertainment of the Piratescape. The respondents that seen the software have been provided entertainment by the said software. In terms of Originality, a weighted mean of 3.5 which is interpreted as Neutral. The respondents saw the software’s concept have met the respondent’s satisfactory level. In terms of Gameplay, a weighted mean of 3.05 which interpreted as Neutral. The respondents saw the software is capable to provide an interesting and challenging gameplay.

A total Weighted Mean of 3.183, the software was evaluated as Neutral remark was formulated according to the respondent’s answers.

Chapter 5

SUMMARY OF FINDINGS, CONCLUSIONS, AND RECOMMENDATION

This part condenses the significant discoveries, presents conclusions and proposal for the proposed system Piratescape.

Summary

This project entitled, “Piratescape”, was proposed in order to give an exciting mobile game using the trendiest mobile phone and operating system in market called Android. One major problem for developers and publishers of mobile games is describing a game in such detail that it gives the customer enough information to make a purchasing decision. Specifically, it seeks to answer the following questions:

1. What are the input variables in developing this game, Piratescape?

2. What is the design considerations needed to develop a game in term of:

a. Algorithm

b. Data structure

c. Architectural design; and

d. Code optimization?

3. What are the hardware and software requirement in implementing the game, Piratescape

4. What are the levels of acceptability in term of Piratescape in terms of:

a. Entertainment;

b. Originality; and

c. Gameplay?

Constructive form of research was used in order to develop this project. The researcher provided an evaluation form to the respondents which serve as guide to evaluate the proposed software.

Summary of Findings

The details stated below are the summaries of findings based from the careful analysis of the gathered data:

1. Input Variables

The specialist recognize the data variable that used to the product. A variable is utilized for putting away information. An information sort is doled out to a variable to focus the characterization of a specific kind of data. A good example is the attack and the movement buttons.

2. Design Considerations for the development of Piratescape

The following are the design considerations of the Piratescape.

a. Algorithm. The algorithms used by the researchers to create the proposed software are the Projection Matrix Algorithm which is also known as Perspective, on 3d world it is the distance of the object on the player’s character, Mipmap Filtering, it creates a lot of textures that depends on views, and the Minification, which reduces the size of the picture or textures.

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b. Data Structure. Multi-dimensional cluster is utilized as a part of a few sections of the system. Fundamentally, the analysts all the more frequently utilize this kind of cluster for better investigation in the most effective way.

c. Architectural Design. It speaks to the general outline or structure of the created programming which is concerned with the primary parts of how the product functions. The researcher used Lucid Chart to present the Use-case, Activity, Sequence, and Class Diagram for the development of Piratescape.

d. Code Optimization. Code enhancement is a methodology where the program’s source code is streamlined for the program’s execution and ease of use. A PC project may be advanced with the goal that it executes all the more quickly, or was equipped for working with less memory stockpiling or different assets.

3. The System Requirements for Piratescape

The minimum Hardware Requirements are Smartphone with Touchscreen technology, RAM at least 512 and above, Memory Storage at least 128mb and above; together with the Software Requirements which is a Smartphone running on Android OS and Android OS Version 4.0 and above.

4. The Level of Acceptability of Piratescape

The level of acceptability of the software is evaluated in terms of Entertainment, Originality, and Gameplay. The proponent conducted an evaluation to the Game Enthusiast and Game Experts.

Conclusions

Based from the analysis of the summary of findings, the following conclusions were depicted:

  1. In the field of mobile application, mobile games have been a huge contribution on our past time on our modern lives. The researcher developed a mobile application entitled “Piratescape” to share to the respondents and players to not just play, but to travel past time when you are on idle.
  2. Following a certain algorithm, data structure, code optimization, software design and architectural design can be very helpful in developing a system to avoid faulty down system design.
  3. In every program, data structure are needed for the researchers to have a better analysis in the most efficient way.

Recommendation

These were the recommendation for the researchers based on the summary of findings and conclusions.

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