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ProjCOP

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Sprint 5

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Sprint 7

Sprint 8

Vision Statement

This product is for people who enjoyed normal as well as auto chess. It is for those who have experience in normal tabletop chess but are interested in a dynamic chess experience similar to that of the currently popular auto chess, but want to utilize their tabletop chess experience. The working title of this game is Power Chess. In Power Chess, all chess rules apply but with each capture, the player gains points that can be used to buy advantages. The appeal of this product is for those with previous chess experience but who don't want to tackle the steep learning curve of auto chess games such as TFT and Dota Auto Chess. The primary advantage this game will have over the competition is the low learning curve, simplistic design, and increased player adjacency over the board state.

Team Members

  • Blert Camili (@ViatorBC)
  • Dylan Modugno (@dylanmodugno)
  • Tyra Wilson (@aryt431)
  • Veronica Nguyen (@verthoqn)
  • Kathleen Prendergast (@KatPrend)

Sprint 1

Task Allocation

Blert - Add user stories & requirements to Trello Board

Dylan - Add user stories & requirements to Trello Board as well as create Velocity Chart.

Tyra - Add user stories & requirements to Trello Board

Veronica - Add user stories & requirements to Trello Board

Kathleen - Add user stories & requirements to Trello Board as well as create Burndown Chart.

Sprint 2

Task Allocation

Blert - high-level architectural diagram; initial architectural description

Dylan - description of the major classes; describing how your program is storing data both internally and externally

Tyra - Demonstration

Veronica - relating your user interface components to your user stories; relating your architecture to your user stories

Kathleen - description of your user interface, including how the user will interact with it; user interface diagram (graphical or otherwise); relating your classes to your user stories

Sprint 3

Task Allocation

Blert - Code the King

Dylan - Code the Rook and board class

Tyra - Code the Queen

Veronica - Code the Bishop

Kathleen - Code the Knight and piece class

Sprint 4

Task Allocation

Blert - Code Piece Capture, King and Queen behavior

Dylan - Code Highlight, Rook and Bishop behavior

Tyra -

Veronica - Code Knight and Pawn behavior

Kathleen - Code coin class and turn order

Sprint 5

Task Allocation

Blert - Video demonstration

Dylan - Create button for powerups store, add board selection for powerup placement, add coin value to buttons, and add color to buttons

Tyra -

Veronica - allow user to put a piece on only their half of the board

Kathleen - Coin display, add button for each piece, make powerup buttons deploy the correct pieces, and link coins to buttons

Sprint 6

Task Allocation

Blert - Limit spawn limit to first 2 rows.

Dylan - Add checkmate, economy win, and game over.

Tyra - Create AI algorithm function - alpha-beta algorithm.

Veronica - Create coin flip powerups that add turns to a player.

Kathleen - Set up starting board.

Sprint 7

Task Allocation

Blert - Change starting board to include 3 pawns and change value of bishop.

Dylan - Add background music and movement sounds.

Tyra - create list to store moves

Veronica - Coin flip powerups.

Kathleen - Allow one coin flip purchase (non-piece powerups) per turn.

Sprint 8

Task Allocation

Blert - product demonstration video, Exit Button.

Dylan - added pawn infiltration win condition.

Tyra -

Veronica - random piece powerup.

Kathleen - added limitation to just purchased piece movement and added game rules to start menu.

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