Final Write up - Monopoly
Through the time period of two months we managed to brainstorm, design, and complete or final project, which was a working monopoly game in processing. The program took a lot of effort and multiple steps to become workable and enjoyable for those playing it. In this report we will discuss our program, the design process taken in order to complete the program, the challenges we faced, the things we have learned, what we would have done differently if we could do it again, and our future plan for the code.
What is our project?
The game we created was Monopoly. Monopoly is a well-known game around the world which many people, including us, enjoy. The game has a set of rules which we had to implement using our knowledge
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We stuck to the basics of the game but changed some areas to make the game more enjoyable and interactive. For instance, we put a lot of time into the sell option to make it very cool and fun for the user.
Design Process of program
The way we have been working on the project was obviously not a straight line of success, like any other big project we have been facing large size obstacles along the way which often hurt the amount of work we could complete for the project. We believe our path while designing this project looked something like this:
The Main Parts:
The idea: While brainstorming for our idea we shifted from variety of plans we had such as word document, casino site and a monopoly without graphics into our final idea, the idea to create a full functioning monopoly game using graphics. This idea was the winning idea because as a group we are all familiar with monopoly and we believed that in processing we could make a cool and complex game with animations in compare to pycharm, in which we couldn’t show the user the board or share the program with other
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We also wrote a lot of pseudo code to come up with the most efficient way to develop our code before actually writing it.
Selling: Selling was really complicated to implement because we had to read all the properties, figure out which ones are owed by the current players and if the user was hovering over that property.
We used a for loop that looped through each property and would check if the users mouse was on our near that properties coordinates. We then made it grey if they owned it and red if they did not. We ended up making a cool akgrotime for this code in only 30 lines, instead of a piece of code that would have contained around 40 if statements (spaghetti code).
Houses
We end up using Object Oriented and inheritance for this part. We also made it much easier by having the user land on the property to buy a house, rather than buying it whenever, which would have had us code a drag and drop for the houses. This is something we might add during the summer (for fun) to make our code much more fun and interactive.
Programming in processing was not an easy shift from using pycharm because the environment is less
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Nick fails to use adequate methods, but with help he will improve. This is where some interoffice training could come into play. The online gaming implementation needs to be done right away because the date to go live is in only five weeks. This presentation will demonstrate each of the processes that need to be looked at. The analyzing of each process will allow them to be broken down into more detail.
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In the beginning we were all confused as to how the game worked and where to begin. We looked at the various tutorials and the booklet to try and make some sense of it. Once we had some understanding, we tried to develop our strategy. In the first few rounds we understood it was important to have our company funded through stocks and long term debt. We issued stock the first
Always ensure that the seller is the actual owner of the property. You may wish to request for proof when you are making the purchase.
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All I ever needed to know about microeconomics I learned from the Hasbro board game Monopoly.
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Overall, value was created by Reiss's experience in the logistics and lead time concerns of manufacturing in the toy industry. The whole project began when Reiss was able to spot an opportunity based on his knowledge of the U.S. and Canadian relationship of sales in the gaming industry. In most cases, games would be developed in the U.S. and then sell roughly ten percent of their volume in Canada. However, Reiss spot an emerging game called Trivial Pursuit having success being developed and marketed in Canada. He realized that the game could be ten times more successful in the U.S. market. Therefore he designed an opportunity for a similar game in the U.S. based on the market's cultural preferences. Four different aspects made this opportunity possible and these include:
2 - Monopoly by definition means no competition. So, unsatisfied customers have nowhere else to take their business. Monopolies can treat their customers like scum and not lose any business. Again, they have little incentive for efficiency.