Team Sparkle Motion Jetris – A multiplayer java based implementation of Tetris Team Member and Roles: Devin Kelly-Sneed, Lead Programmer Tristan Johnson,

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Presentation transcript:

Team Sparkle Motion Jetris – A multiplayer java based implementation of Tetris Team Member and Roles: Devin Kelly-Sneed, Lead Programmer Tristan Johnson, Facilitator Ning Hsu, Integration Tester Alexander Shusta, Documentation

Game Description The two main elements are the field and the tetrads. The objective is to complete horizontal lines. End condition occurs when the stacked blocks reach the top of the screen.

User Experience Key Areas to Address in the UI Design Quick response to user inputs. Information about opponents must be available in multi-player. Providing statistics to give the player feedback in single-player. User changeable preferences to allow for custom controls and starting levels.

Core Functionality All Versions Blocks fall at a constant rate, this rate being defined by the level. User must be able to move pieces left, right and down, as well as be able to rotate and drop pieces at all times. The exception to this is if a wall or another pieces interferes with a movement/rotation. Lines that are completed must disappear. The level must increase every ten lines. The latency for input must be very low. Multiplayer In multiplayer, completing 2 lines simultaneously must send 1 incomplete line to the bottom of the opponent’s board. Similarly, a triple sends 2 incomplete lines, and a Tetris sends 4. The height of the opponent’s stack must be visible across the network and updated frequently. Separate clients must communicate win/loss conditions to one another, as well as synchronizing game startup and piece list. High scores must be saved permanently for single player games. Both points and number of wins should be recorded with a user name for multi-player games.

Wishlist User Customizable… Control reaction speeds Graphics Alternate game modes Team Tetris Tetris Attack …and more! Server Software Lists active games User registration Track user statistics

Primary Risks Network - This aspect of the game will be challenging for the team due to limited implementation experience. Sounds - Simulating midi format files and integrating them into the game. - Utilizing the synthesizer to successfully mimic the midi files. - Compatibility and originality of the music files. User name database - Keeping track of registered users in the database. - A dedicated server that stores all the information. - Workload involved in this feature with respect to project deadlines.