Professional Documents
Culture Documents
Project Team
Student Name Student ID Program Contact Number Email Address
Muhammad Zahid Ali ADCS-F21-088 ADP-CS 03019345599 zahidalisiddique1@gmail.com
Rao Ahtasham ADCS-F21-081 ADP-CS 03065778859 raoa38456@gmail.com
[Project Supervisor]
Sir Touseef.
(Lecturer)
Project Report: Interactive Traffic Signs
Project Report
Interactive Traffic Signs
Change Record
Author(s) Version Date Notes Supervisor’s Signature
APPROVAL
PROJECT SUPERVISOR
Comments:
Name:
Date: Signature:
PROJECT MANAGER
Comments:
Date: Signature:
Date: Signature:
Dedication
This final project report is devotedly dedicated to Allah Almighty, The Holy
Prophet Muhammad (S.A.W.W), our respective Parents and Teachers who
have been our constant source of inspiration. They have given us the drive and
discipline to tackle any task with enthusiasm and determination. Without their
love and support this project would not have been made possible.
Acknowledgements
It is incumbent upon us to express our fervent gratitude to almighty ALLAH the most
compassionate and merciful for giving us the courage to achieve this task in the field of
Game Development.
We are indeed respectfully grateful to the Holy Prophet Muhammad (S.A.W.W) who is
forever a source of guidance and idea for all mankind.
We would like to express our immense gratitude to our instructor Sir Abdul Wahab for his
regular support and motivation that has encouraged us to come up with this project as well
as our project supervisor Sir Saqib Ali Ahmad.
We are also thankful to our teachers and friends who have provide their whole-hearted
support at all times for the successful completion of our project “Interactive Traffic Lights.
May GOD almighty Allah infuse us, with the energy to fulfill their gracious objectives and
expectations and to further enlighten our competence!
Executive Summary
Video Games not only provide fun and entertainment but they can also be used to spread
knowledge. The following project aims to teach the general public about the importance of
traffic signs and educate them on the various signs, their use cases, and the consequences
of not following them through the help of an interactive and fun-to-play video game.
Table of Contents
Dedication..................................................................................................................................... iv
Acknowledgements........................................................................................................................ v
Executive Summary.......................................................................................................................vi
Table of Contents.........................................................................................................................vii
List of Figures................................................................................................................................. x
List of Tables.................................................................................................................................. xi
Chapter 1....................................................................................................................................... 1
Introduction................................................................................................................................... 2
1.1. Background......................................................................................................................2
1.2. Motivations and Challenges............................................................................................ 2
1.3. Goals and Objectives....................................................................................................... 2
1.4. Literature Review/Existing Solutions...............................................................................2
1.5. Proposed Solution........................................................................................................... 3
1.6. Gap Analysis.................................................................................................................... 3
1.7. Project Plan..................................................................................................................... 4
1.7.1. Work Breakdown Structure.........................................................................................4
1.7.2. Roles & Responsibility Matrix......................................................................................5
1.7.3. Gantt Chart.................................................................................................................. 6
1.8. Report Outline.................................................................................................................7
Chapter 2....................................................................................................................................... 8
Software Requirement Specifications............................................................................................9
2.1. Introduction.....................................................................................................................9
2.1.1. Purpose........................................................................................................................ 9
2.1.2. Document Conventions................................................................................................9
2.1.3. Intended Audience and Reading Suggestions..............................................................9
2.1.4. Product Scope............................................................................................................ 10
2.1.5. References................................................................................................................. 10
2.2. Overall Description........................................................................................................ 10
2.2.1. Product Perspective................................................................................................... 10
2.2.2. Product Functions...................................................................................................... 10
2.2.3. User Classes and Characteristics................................................................................10
2.2.4. Operating Environment..............................................................................................10
2.2.5. Design and Implementation Constraints....................................................................11
2.2.6. Assumptions and Dependencies................................................................................11
2.3. External Interface Requirements...................................................................................11
2.3.1. User Interfaces...........................................................................................................11
2.3.2. Hardware Interfaces.................................................................................................. 12
2.3.3. Software Interfaces....................................................................................................12
2.3.4. Communications Interfaces.......................................................................................13
2.4. System Features............................................................................................................ 13
2.4.1. Opening the initial UI.................................................................................................... 13
2.4.1.1. Description and Priority..........................................................................................13
2.4.1.2. Stimulus/Response Sequences...............................................................................13
2.4.1.3. Functional Requirements....................................................................................... 13
2.4.2. Driving........................................................................................................................13
List of Figures
List of Tables
Chapter 1: Introduction
The Project “Interactive Traffic Signs” is an interactive 3D game that seeks to teach about
various traffic signs through a fun little game. The game consists of levels and in each level,
the Player has to drive a car to reach his destination. On the way, there are many traffic
signs. The Player is told about what each of the signs mean and that he/she must change
his/her mode of driving accordingly.
1.1. Background
While most Traffic signs are made simple using basic shapes so that the person can easily
interpret the meaning the behind the sign. Sometimes important information is lost in this
simplicity and one cannot tell its meaning with a simple glance. Other times people are
unaware of the dangers despite knowing what the sign is warning them about. Such cases
lead to reckless driving and accidents in worse case scenarios.
contain some game-like elements like UI and a “Health System” but other than that it has no
resemblance to our product much less a real game.
Chapter 2
Software Requirement
Specifications
2.1. Introduction
Our projects revolves around creating dynamic and immersive games that combine fun with
valuable learning opportunities. Using the power of interactive gameplay and realistic
driving scenarios, we aim to impart important knowledge about traffic signs and promote
safer driving habits among players.
2.1.1. Purpose
The main goal of this project is to develop a game that effectively teaches players about
traffic signs, their meaning and the appropriate reaction when encountered on the road. By
providing an engaging and interactive learning environment, we aim to deepen players'
understanding of traffic sign laws and encourage responsible driving behavior.
collection of traffic signs. The game will offer intuitive controls, engaging gameplay
mechanics, accurate sign representation, and interactive feedback to ensure an immersive
and effective learning experience.
512MB RAM
Internet Connection
Smart phones with minimum 4.0.0 version of android Operating system.
Game loop: At the core of all games is an infinite loop that must function
independently of clock speed, since the hardware that powers a game application
can vary greatly. To account for computers of different speeds, game developers
often need to use a fixed timestep (with a set frames-per-second) and a variable
timestep where the engine measures how much time has passed since the previous
frame.
Update: In your game application, you’ll often update each object’s behavior one
frame at a time. While you can manually recreate this in Unity, the MonoBehaviour
class does this automatically. Use the appropriate Update, LateUpdate, or
FixedUpdate methods to modify your GameObjects and components to one tick of
the game clock.
Prototype: Often you need to copy objects without affecting the original. This
creational pattern solves the problem of duplicating and cloning an object to make
other objects similar to itself. This way you avoid defining a separate class to spawn
every type of object in your game.
Component: Most people working in Unity know this pattern. Instead of creating
large classes with multiple responsibilities, build smaller components that each do
one thing.
2.4.2. Driving
The player needs to be able to contol the vehicle he/she is driving through the controls
available on the screen.
2.4.2.1. Description and Priority
This feature is also of extreme importance as driving is the main gameplay of our
project.
Chapter 3
Use Case Analysis
Display Menu
Select Level
Play Game
Pause Level
Restart Level
Player
Resume Level
Drive Car
Game Over
Exit Game
Use Case 2
Use Case-ID UC_02
Use Case 3
Use Case-ID UC_03
Use Case 4
Use Case-ID UC_04
Use Case 5
Use Case-ID UC_05
Use Case 6
Use Case-ID UC_06
Use Case 7
Use Case-ID UC_07
Use Case 8
Use Case-ID UC_08
Use Case 9
Use Case-ID UC_09
Chapter 4
System Design
GUI
GAME ENGINE
I/O Devices
STATE
Display
Game State
Speaker
Car/Player
Model
Touch Inputs
ASSET MANAGER
Instructional Cultural
Game Asset
Asset Asset
Asset Metadata
<User>
Opens ITS(Game)
Player
Loads
Start Screen
Buttons
Level Select
Loads Settings Menu
Menu
Returns to
Back Button
Start Game
Main Buttons
Scroller
Camera Open Level Menu
Continuous Moving Background Open Settings
Render Perspective Quit
void update()
Follow Player
Load PlayerPrefs on click()
AudioSource.Play()
void update() GameObject.SetActive()
void start()
Pause Menu
Player Game
Start
Introduce
Start Screen
Show level
selection
Finish Level
Show Score
Start Game
Select Level
Move Car
Pause
Forward
Menu
Right Button Left Button
Exit
Right Movement Left Movement
Car Control
Audio Manager
Speaker
Sound/Music
Output
Chapter 5
Implementation
Chapter 5: Implementation
It is the most necessary chapter. In this, we discuss how our project will implement. As we
all know satisfactory tools and techniques are more important for a software engineer. So
this chapter defines how our project will be executed by using satisfactory tools and
techniques.
Libraries:
C#.
OOP.
SOLID.
C# scripts are the code files that store behaviors in Unity, powering everything the
engine does. While there are a lot of new tools that will allow a developer to make a
game without them, scripts are still the best way to create custom actions and
interactions within a game space.
Zbrush (3D Assets):
Zbrush can be used to produce 3D models for games. It is a popular choice in the
industry and is widely used in a game 3D modeling pipeline. It has the ability to export
to OBJ or FBX formats which is the standard format used in game engines for 3D
models.
Photoshop (2D Assets, Textures, and Sprites):
Even in the most advanced 3D game studios, working with 2D images is still a huge part
of the development process. The weapon of choice is Adobe's venerable imaging tool.
Chapter 6
Testing and Evaluation
Chapter 7
Summary, Conclusion and
Future Enhancements
Reference and
Bibliography
[1] https://unity.com/
[2] https://pixologic.com/
[3] https://www.adobe.com/products/photoshop.html
[4] https://play.google.com/about/developer-content-policy
[5] https://unity.com/features/probuilder
[6] https://play.google.com/store/apps/details?id=ao.com.osvaldovipgmail.estradaango
lasadc&hl=en&gl=US
Index
Index
[A]
Accidents 2,3
Ads 11
Asset 3,4,35,36
[D]
Developers 8,11,14
[G]
GUI 10,35
Guidebook 2
[I]
IDE 8
[L]
Low-poly 10
[P]
Policy 14
[S]
Simulation 3,4
SOLID 35,36
[T]
TCP/IP 11
Tracks 3
[V]
Volume 10