CPSC 240 - OOA&D - Spring 2019

Homework #8 — "Zork++" phase 3b: implementation part 2

Possible experience: +100XP

Due: Thursday, April 25th, midnight

Zork++ implementation part 2

For phase 3b, your team will fully complete your Zork++ game engine, including all the supplemental features you previously designed. Yay!

I will obviously not post a test .zork file that is compatible with your supplementary features, because this is the point where every team's project is going to diverge from the others — different features will often result in different syntactic elements in the dungeon file.

So quite the contrary, I will require you to turn in a sample .zork file ("supplemental.zork") for this submission which illustrates all of your supplemental features. (This is probably obvious, but in case not, let me be explicit: you will not receive credit for any feature that is not present in your supplemental.zork file.)


Here's what I require for this assignment:

  1. A file called "supplemental.zork" in a "files" subdirectory of your team repo. This file must contain examples of every supplemental feature you are claiming credit for (if they're .zork-file-related, which most will be.)

    Note that supplemental.zork does not have to be particularly cool or clever, and you'll only be turning in one of these for your entire team. Don't worry, you'll each have the chance to write your own "cool" Zork++ dungeon, which is compatible with your game engine, as your final homework assignment of the year.
  2. A file called "featureList.txt", also in the "files" directory. This file should list of all your supplemental features, along with idiot-proof instructions for how I can see them in action in your supplemental.zork dungeon. (Note that you can and should use vim to edit this file, just like you do to edit .java, .zork, and .sav files.)

    Here's a sample excerpt from a featureList.txt file:

    Light -- Some rooms are completely dark to the adventurer unless he/she has a light source available and turned on. Light sources are items that are discoverable in the dungeon and which "defuel" over time; i.e. there is a finite number of turns to how long they last before burning out. You can test light in supplemental.zork by grabbing the lavaLamp in the ChillaxinRoom (n,w,w from the entry), then going to the ManCave (e,s,e,e from ChillaxinRoom). The ManCave will be dark upon entry. Type "switch lavaLamp" to turn it on, at which point you will see the ManCave room description. Type "switch lavaLamp" again to go back to darkness. Type "switch lavaLamp" a third time to turn it back on, then waste time by going w,e,w,e,w,e,w,e,... a total of ten times (ten "w,e" pairs). At that point, the lavaLamp will be burned out, and the ManCave will once again be dark. ----------------------------------------------------------------------------- Rotate room -- To test this feature, ...

Turning it in

To turn in this assignment, one team member send me an email with subject line "CPSC 240 Zork++ phase 3b turn-in", Cc:'ing the other team members. There should be no attachments, and the body of this email should simply say, "Have at it, Stephen!" I will clone your github repo to read your featureList.txt and to test your latest committed-and-pushed code.

I need help!

Come to office hours, or send email with subject line "CPSC 240 Zork++ HELP!!!"