Professional Documents
Culture Documents
_______________
A Capstone Proposal
_________________________
_______________
In Partial Fulfillment
Bachelor of Science
in
Computer Science
_______________
by
Summer 2021
D’Orazio, James, Oakes 2
Copyright © 2020
by
The purpose of this project is to design a video game which implements features that
have been previously unexplored in interactive fiction games. Along with the features that will
be common between previous text-based adventures, this game will also have a unique system
for casting magic spells. The setting for Lair of the Forgotten Beast will be a fantasy world that
includes a hero, monsters, and magic. The main goal of this project is to highlight the new magic
features and offer the client an improved experience over previous designs done by other
software developers.
This gaming genre has gone through many changes over the years. When a player
attempts to use a magic spell during gameplay, a text entry is required. For example, “Cast
Fireball on hobgoblin”. A canned response is usually set up to react to this text input with very
little function. This method of magic is simplistic to a fault. The interactive fiction products
rarely expand on the magic spell casting that make fantasy game settings so interesting. This
project will attempt to address this issue in a way that creates a very satisfying experience for the
client.
D’Orazio, James, Oakes 4
TABLE OF CONTENTS
TABLE OF CONTENTS 4
LIST OF FIGURES 5
Ethical Considerations 12
Legal Considerations 13
Timeline/Budget 14
Milestones 17
Resources Needed 18
Final Deliverables 19
Usability Testing/Evaluation 19
Team Members 20
References 21
Appendix A 22
Usability Test Post-Survey 22
D’Orazio, James, Oakes 5
LIST OF FIGURES
PART I
Introduction/Background
Our project is called “Lair of the Forgotten Beast”, and it will be a text-based fantasy
adventure game, a modern homage to the classic older games in the genre.
A blinking cursor greets your black screen. What do you do? “Start Game”. You hear
what sounds like an airplane as the mainframe draws more power. White text begins to scroll the
screen.
46 1090 40 45 205
DO YOU WANT TO (1) STOP AT THE NEXT FORT, (2) HUNT, OR (3) CONTINUE
?3
D’Orazio, James, Oakes 7
Text-based computer games have been around since the 1960s where they could be
played on University, and Business mainframes. Many of the original mainframe games have
been lost to time, but a few have lasted. You may not be familiar with the text output above but
you’ve probably played or at least heard of the game it came from; The Oregon Trail will be half
a century old as of this year, yet it is still being remade for mobile devices today.
While the rise of point and click games started the downfall of text-based games, and led
to the AAA games we play today there is still a spot for those old text games in the modern
culture. Recently A Dark Room hit number one in the app store and the modern text-based game
grossed over $800,0001. This shows that text-based games are still relevant today. It's unclear
why the game gained such popularity. The Artifice states, “many [text-based games] offer
While creating our project, “Lair of the Forgotten Beast”, we hope to do just that: bring
something entertaining, new, and fresh to the history of text-based games. Our game will be an
RPG text-based adventure. The player will play through the story of falling into a cave when the
ground beneath their feet collapses. Introduced to a rarely seen part of the world the character
lives in, the player must find their way to safety. During the hero’s journey, they will need to
overcome many challenges. This will ultimately leave the character with a new perspective of
Problem and/or Issue in Technology & Solution to the Problem and/or Issue
Art enriches people’s lives and improves people’s quality of life. With the fast-paced
bustle of life, it’s more important than ever to take time to enjoy art. Video games such as ours
compose a unique art form which not only provides entertainment and enrichment but can also
There are other games that exist which are similar to Lair of the Forgotten Beast, each of
which has its own issues. We intend to produce a game which solves some of the existing issues
with related games, serving as an improvement over existing games. One way in which we
intend to take a new approach is with our new magic system that will combine ease of use for
The main goal in developing The Lair of the Forgotten Beast is to create a text adventure
game that will be received well by an audience. The game must be able to perform all the
common functions of an interactive fiction piece, and also implement new features unique to the
project. Another long-term goal of this project is to design and implement a new magic system in
During this project, there will be several objectives timely ordered to meet weekly goals.
The project will begin with basic building blocks of the program. The first order of business will
be to set up the Pivotal Tracker project, the GitHub repository and establish a schedule for
D’Orazio, James, Oakes 9
weekly iterations. Once we have the skeleton of the project laid out, we can begin adding
features. The first feature we plan to add is a grid map in Java which includes the abstraction of
the fantasy game setting. Unit testing will be included as a standard operating procedure in
development. After this has passed, there is a need to generate a preliminary list of people,
rooms, magic spells, or items that could be included in the game. Once enough data has been
accumulated, work will begin to develop the services and methods that support these new
objects. More objects will be added later after some proof of concept is completed with the initial
portion of data. Data structures will form the infrastructure that supports all of the program
objects that will be processed using Java Spring Boot controllers and classes. Once this
objective is met, the next task will be to populate the game board with Java objects that will
represent places, people, creatures, items, and spells. It is in this phase that the new magic system
will be implemented. After all Java classes and methods are unit tested, the team will increase
the scope and complexity of the game. The game will be considered finished when the team has
carved out the entire game world and verified the functionality of all the components in
end-to-end testing.
When planning this project, resources, articles and games from the internet were
examined and compared with the features that were planned for this game. This game is designed
to be unique among a decades long community full of text-based adventures. One of the main
databases for finding interactive fiction works is called the Interactive Fiction Database or IFDB.
This site was designed to archive all of this genre in one place with user reviews and
ratings. The games and the reviews given to them offer a lot of insight into what makes a game
that interactive fiction enthusiasts prefer. The Lair of the Forgotten Beast attempts to join this
historical database and become a unique offering to a pool of games appreciated by people of all
ages.
The stakeholders on this project will be the developers and end users. The project will be
The first, always finding the lack of a properly advanced magic system to suck the
enjoyment out of the game would gain from creating the system he always wanted introduced
into a text-based game. He will also benefit from the experience of working on a project of this
scale as well as game design experience, and a project he can spend time working on for fun.
The second has career plans to become a game developer. The video game industry has
grown substantially since personal computers and smartphones became part of everyone’s lives.
Making a project like this helps to understand game consumer behavior and provides experience
in the field. Creating the Lair of the Forgotten Beast would be the first step in building the
The last developer, having never played a purely text-based game before, will gain from
graduating the Cal State Monterey Bay Computer Science program with a bachelor's degree.
D’Orazio, James, Oakes 11
Approach/Methodology
The team will read through previous methodologies performed by other developers and
assess their practical use within the scope of this project. Some of these older methodologies may
be implemented in the final product. One of these methodologies that will be used is called
Agile. Agile is a software development system in which projects are broken down into smaller
tasks that are time-boxed into one-week iterations. At the end of each week, the team will
reevaluate the previous week’s completed tasks and adjust which backlogged tasks will be
worked on in the next weekly programming iteration. Agile combined with Pivotal Tracker will
be our main way of tracking progress. Pivotal Tracker is a story-based tool that allows a
developer to utilize Agile methods and track progress with great detail and functionality.
Some live game testing will be conducted on targeted individuals who may or may not
have played a text adventure game before. This will provide a more inclusive cross section of
respondents than only focusing on those who have played an interactive fiction game before.
There will also be a help option included in the game to help new players learn the keystrokes
accepted as input.
D’Orazio, James, Oakes 12
PART 2
Ethical Considerations
In the creative process that produces a game, there can be multiple ethical concerns to
address. If the game costs money for a person to play it, then will this game be expensive for any
person with limited income to play it? If the game is too expensive, then this will impact how
many people it will reach. Another ethical issue for games today is micro transactions. These are
in-game digital transactions that require a player to spend real money for digital game items.
These types of transactions can lead to a situation where the player who has the most real money
can progress further through a game than other people who have not spent the extra money.
The use of sexually explicit or violent content in games is a subjective ethical issue that is
often determined by the target audience. While money may not be a concern for parents of
children who play games, age-appropriate content is an ethical issue that game developers are
expected to address.
The final version of the application will need to have addressed and mitigated any ethical
concerns that could exist. First, this game is not for profit. None of the users of the application
will be asked to spend their money, and the game will remain free to play forever. Since this is a
video game, specific attention must be paid to the appropriateness of the content with respect to
when developers create toys or games. Video games can be viewed and used anywhere on most
D’Orazio, James, Oakes 13
smart devices. This access makes it easy for a child to witness and interact with any potential
content that could be in a game. This project will mitigate age-appropriate ethical concerns and
protect the children from violent images, inappropriate language, and sexuality.
The responsible action to take will be to avoid including such content in the first place.
Once the viewable material has been finalized for the game, the development team will critically
review the content for any age-related or age-appropriate issues and correct them. The project
will self-regulate these issues using the guidelines set forth by the ESRB ratings scale, and use
The project will include some limited human subject research taking the form of a play
test of the game under development. This research must be approved by the Committee for the
Legal Considerations
For video game development, there are some legal considerations that need to be
monitored. To obey the copyright laws in the United States, the game will need to avoid using
character images, scene images, settings, dialogues, or music that has been produced and
copyrighted by another game. (Copyright Laws and Video Games, 2021) The development team
for Lair of the Forgotten Beast will actively avoid using copyrighted material from other video
games during and after the production. The project will be original and will develop its own
PART 3
Timeline/Budget
For our capstone project we will be using an Agile methodology starting on June 16th
that has three sprints consistent of two weeks each. Each of the sprints will focus on building out
specific aspects of the project. The first iteration will be dedicated to initial set up and building
the foundational aspects of the project. Design choices for the data structures and database will
be in this iteration along with building out the functionality of generating rooms and traversing
the dungeon.
D’Orazio, James, Oakes 15
Iteration two will be focused on building out the player's experience in rooms by creating
interactive content such as monsters, items, an inventory system, and the commands to look
around.
Iteration three will be used for introducing the combat and magic system the game will
rely on. The testing phase of the project will start in parallel with the third iteration to allow the
testers to have more time to try the game. This is done to account for the possibility of tests being
busy and not able to fit it into the single week originally planned. We hope to stage different
stable releases as we progress through the three week testing phase. Each stable release will ask
testers to comment on specific aspects just implemented in the game, as well as a general
overview of the user experience with the game. Testers will be given a chance to give their
To track the progress of milestones, a PivotalTracker board will be used. User stories will
be created to check off when high level features are completed. Pivotal Tracker will contain
requests from a user's perspective. User stories will be created to have a backlog at least one
iteration in advance. At the end of each iteration the stories will be updated based on a review.
The low level details of how each feature implementation will be coded will be tracked in
a github project Kanban board. Cards will be chosen one at a time and assigned to the developer
to take responsibility over that task. Using a Kanban board in this way will allow for developers
to work on their own schedules and stay up to date with the current progress of the project.
A second github project board was created for developers to track bug reports. Each bug
will be given a priority for how important it is to fix. Bugs with a high level of importance will
Because there is not a specific client or patron for this project, the budget is minimal. One
of our developers will spend $4 to enable the GitHub Pro feature of protecting the main branch
Milestones
The progress milestones for the project will begin in June of 2021 and extend into the
next August. On Sunday, June 20, 2021, the development team submitted the final proposal for
Lair of the Forgotten Beast. The next milestone will be when the team has released the first
version of the program with one room inside the game. The third milestone will pass when the
game has multiple rooms to explore and travel between locations can occur. The fourth milestone
will arrive when the game has the majority of its basic functionality. The last milestone will
occur when the game has been deployed and hosted on Heroku with all of its basic functionality
Resources Needed
The resources needed for this project include a personal computer or laptop for each of
the three developers. They will also need to install an Eclipse IDE software for Java development
and MySQL for a database. For software version control, the team will use Github. Heroku will
be used for the deployment of the application website. Pivotal Tracker will be used to track user
One of the risks associated with this project is the availability of the test subjects. If the
project ends and none of the test subjects have completed any testing, then a large piece of the
Another risk to completing the project on time is a design pattern called abstract factory
that the team will learn. The abstract factory creational pattern is a gamble since the group hasn’t
used it before. The benefits of this pattern will be worth the risk by aiding the ease in which the
The use of a Heroku Pipeline has not been attempted by our group before. This staging
design for the application will count as another risk due to lack of experience. The benefit of
using a pipeline will be to conduct testing while the game is still in development. Testers will be
able to log on and play a stable version of the game in their own time. We hope this will give
enough time to get the feedback needed for our final presentation.
D’Orazio, James, Oakes 19
Final Deliverables
A functional video game (deployed to a test server) and usability feedback (via survey)
from respondents will be the final deliverable for this project. The “functional video game” will
be a Spring Boot application with a client-server architecture. The “usability feedback survey”
Usability Testing/Evaluation
During the fifth week of the project, we will have testers play the game and give us
feedback. A Heroku Pipeline has been created to get feedback for up to three weeks, but only
one is mandatory. The pipeline is set up to have a production Heroku App up and running at all
times to give the testers plenty of time to interact with the game. Stable releases will be updated
There is also a survey for the test subjects to complete. The survey will be provided to
testers via Google Forms and will include questions related to the intuitiveness of the user
interface and game mechanics, the presence or absence of bugs, and other factors.
Team Members
The team members on this project are Brian James, Nick D’Orazio, and Kyle Oakes. We
will not be assigning specific tasks to specific members of the team; rather, we will be
collectively populating a pivotal tracker and a GitHub project board with user stories and other
technical tasks, respectively, which we will pull from during development. Our plan is to enable
each member of our team to claim tasks listed on kanban cards so as to support asynchronous
References
https://info.legalzoom.com/article/copyright-laws-and-video-games
Failory.com. 2018. A Dark Room: From Sabbatical Year to $800,000. [online] Available at:
Interactive Fiction Database. (2021). Retrieved from The Interactive Fiction Database:
https://ifdb.org/index
The-artifice.com. 2015. The Text Adventure: Relic of Gaming History, or Timeless Medium? |
Appendix
https://docs.google.com/forms/d/16jmjZkgwLpXv_jhXi5uvVDyrBGw1bNWtZ5Rud2uvO84/edit
D’Orazio, James, Oakes 23
D’Orazio, James, Oakes 24
D’Orazio, James, Oakes 25