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MPCT
AMAJOR PROJECT REPORT
ON“The Sneaker”
Submitted in partial fulfillment of the requirement for the award of Degree of Bachelor of Engineering with Specialization In
Computer Science Engineering
Submitted to
RAJIV GANDHI PRADYOGIKI VISHWAVIDHYALAYA, BHOPAL (M.P.)
Submitted By JYOTSNA GUPTA
0903CS101021Under the Supervision of
PROF. D.S TOMAR & PROF. RAM NARESH
DEPARTMENT OF COMPUTER SCIENCE
MAHARANA PRATAP COLLEGE OF TECHNOLOGY, GWALIOR
SESSION 2010-14
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MAHARANA PRATAP COLLEGE OF TECHNOLOGY, GWALIOR
DEPARTMENT of Computer Science
CERTIFICATE
This is to certify that the work embodies in this Project entitled “The Sneaker”
being submitted by “JYOTSNA GUPTA (0903CS101021) in partial
fulfillment of the requirement for the award of “Bachelor of Engineering ” in
“Computer Science Engineering” to “Rajiv Gandhi Prodyogiki
Vishwavidyalaya Bhopal” ( M.P) during the academic year 2013-2014 is a
record of bona fide piece of work, carried out by him under my supervision and
guidance in the “Department of computer science”, Institute of Information
Technology & Management , Gwalior.
GUIDED & APPROVED BY:
Mr. Praveen Mudgal(Asst. Professor, Deptt. of CS/IT)
IITM, Gwalior
FORWARDED BY:
(Mr. Pradeep Yadav) (Dr. B.K. Singh) Asst Professor & AHOD Director Department of CS/IT IITM, Gwalior IITM, Gwalior
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INSTITUTE OF INFORMATION TECHNOLOGY & MANAGEMENT
Department of Computer Science
CERTIFICATE OF APPROVAL
The Project entitled “The Sneaker” being submitted by “Ankur Walia” (Roll
No: 0915CS101009), “Jatin Arora” (Roll No: 0915CS101030) “Anshul
Kulshreshtha” ( Roll No. : 0915CS101091) has been examined by us and is
hereby approved for the award of degree “Bachelor of Engineering” in
“Computer Science Engineering Discipline”, for which it has been submitted.
It is understood that by this approval the undersigned do not necessarily endorse
or approve any statement made, opinion expressed or conclusion drawn therein,
but approve the dissertation only for the purpose for which it has been
submitted.
(Internal Examiner) (External Examiner)
Date: Date:
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INSTITUTE OF INFORMATION TECHNOLOGY & MANAGEMENT
Department of Computer Science
DECLARATION
We, Ankur Walia, Jatin Arora & Anshul Kulshreshtha students of Bachelor of
Engineering in Computer Science Engineering discipline, session: 2010-
2014 Institute of Information Technology & Management, Gwalior M.P.,
hereby declare that the work presented in this Dissertation entitled “The
Sneaker” is the outcome of our own work, are bona fide and correct to the best
of our knowledge and this work has been carried out taking care of Engineering
Ethics. The work presented does not infringe any patented work and has not
been submitted to any other University or anywhere else for the award of any
degree or any professional diploma.
(Ankur Walia)Enrollment No.: 0915CS101009
(Jatin Arora)Enrollment No.: 0915CS101030
Gwalior, (Anshul Kulshreshtha)Date: Enrollment No. : 0915CS101091
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ACKNOWLEDGEMENT
"The completion of any project depends upon the co-operation, coordination and
combined efforts of several resource of acknowledge, inspiration and energy”
It is our proud privilege to express our heartful gratitude and vulnerable regards to the
people, who were directly or indirectly responsible for the completion of this dissertation
work.
We express our deep reuse of profound gratitude towards our esteemed guide Asst
Prof. Praveen Mudgal, Department of CS/IT, IITM, Gwalior, for providing invaluable
suggestion and enthusiastic encouragement, who also gave us the innovative ideas and
guidance throughout this dissertation work. This discussion held with him has brought this
work in this present shape.
We are extremely thankful to Mr. Pradeep Yadav, Assistant Professor & Head Of
Department CS/IT, IITM Gwalior.
We are greatful to Dr. B K Singh, Director, IITM ,Gwalior for their elderly word of
guidance and massive help for providing all the required facilities regarding our work.
We express our warm feeling towards our family, our parents who always encouraged me
for higher studies, without their blessings and help it was not possible for me to reach at this
level.
Finally, We express our gratitude towards one and all those who helped me in achieving
the final stage of this dissertation work.
Ankur Walia
Jatin Arora
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Anshul Kulshreshtha
Table of contents
1. INTRODUCTION 9-12
1.1 Aim……………………………………………. …………..
1.2 Establishment……………………………………………
1.3 Problem Specification................................................
1.4Objectives……………………………………………………….
1.5 Definitions, Acronyms and Abbreviations Acronyms Description
1.5 Vision………………………………………….…...
2. SYSTEM REQUIREMENTS AND ANALYSIS 13-15
2.1 Project Selection………………………………………..
2.2 Game Design…………………………………......................
2.3 How does a fingerprint scanner work? …………………..........
2.4 System Study....................................................................
3. FEASIBILITY STUDY 16-17
3.1 Economic Feasibility…………………………………….
3.2 Technical Feasibility……………………………………
4. SOFTWARE AND HARDWARE REQUIREMENT 17
2.4 Hardware Requirement…………………………………......
2.5 Software Requirement……………………………………...
5. SYSTEM FLOWCHARTS 18-19
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6. IMPLEMENTATION 20-23
6.1 Description of project…………………………………………
6.2 How to invoke project………………………………………….
7. Snapshots 24-33
8. Testing 34-37
8.1 Unit Testing……………………………………………………..
8.2 Validation Testing……………………………………………....
8.3 White Box Testing………………………………………………
8.4 Integration Testing …..………………………………………....
8.5 System Testing………………………………………………….
8.5.1 Performance testing…………………………………………..
8.5.2 Stress Testing…………………………………………………
9. TECHNOLOGIES USED 38
9.1 C#…………………………………………………………..
10. SOFTWARE ENGINEERING PARADIGM 39-41
10.1 Software Model Used……………………………………………
10.2 Software Model Description……………………………………
11. RESULT AND CHALLENGES 41
12. CONCLUSION 42
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13. BIBILIOGRAPHY 43
ABSTRACT“The Sneaker” is a PC game in which character named “Ethan” has to sneak around
the level avoiding CCTV cameras, laser grids and guards. In our game, Ethan is on
a mission which is a simulation lab and has only one way out which is through lift,
but lift is activated via a key card only, without which Ethan cannot escape the
simulation lab.
A stealth game is a type of video game that rewards the player for using stealth to
avoid or overcome antagonists. Games in the genre typically allow the player to
remain undetected by hiding, using disguises, and/or avoiding noise. Some games
allow the player to choose between a stealthy approach or directly attacking
antagonists, perhaps rewarding the player for greater levels of stealth.
Unlike most action games, stealth games challenge the player to avoid alerting
enemies altogether. The core game play elements of the modern stealth game are
to avoid combat, minimize noise, and strike enemies from the shadows. There are
usually multiple ways to achieve a goal with different pathways or styles of
play. Some games offer a choice between killing or merely knocking out an enemy.
Players can hide behind objects or in shadows, and can strike or run past an enemy
when the enemy is facing the other way. If the player attracts the attention of
enemies, they usually must hide and wait until the enemies abandon their
search. Thus, planning becomes important, as does trial-and-error. However, some
stealth games put more emphasis on physical combat skill when the player is
spotted.
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1.Introduction1.1 AIMOur aim was to develop a 3rd person game based on PC platform. Main motive was
to develop a 3D Third person stealth game in which the player have to sneak
around the level avoiding cameras, laser grids and guards . The character named
"ETHAN" need to take care of his noise that could attract enemies. Moreover, the
game also deals with the AI technology in the game.
ABOUT THIRD PERSON GAME :
Third-person shooter (TPS) is a genre of 3D action games in which the player
character is visible on-screen, and the game play consists primarily of shooting.
A 3D game type that has grown to prominence in recent years, especially on
consoles. It combines the shooting elements of the First-Person Shooter with
the jumping and climbing puzzles of a 3D platform and a simple melee fighting
system from a brawler. Third-Person Shooter games almost always incorporate
an aim-assist feature, since aiming from a third-person camera is difficult. Most
also have a first person view, which allows for precise shots and looking around
at environment features that are otherwise hidden from the default camera. In
most cases, the player must stand still to use first person view, but newer titles
allow the player to play like a FPS; indeed, Oddworld: Stranger's Wrath
requires the player to shoot from first person, only allowing melee attacks in the
chase camera view.
Example of a third person shooter game
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1.2 ESTABLISMENT OF STEATH GAMESIn 1981, Sega released an arcade game called 005 in which the player's mission is
to take a briefcase of secret documents to a waiting helicopter while avoiding enemy
flashlights and use boxes as hiding spots. 005 holds the Guinness World Record for
being the first stealth game. Castle Wolfenstein, originally available on the Apple II in
1981, also employed stealth elements as a focus of the game play. Players were
charged with traversing the levels of Castle Wolfenstein, stealing secret plans and
escaping. Players could acquire uniforms to disguise themselves and walk by
guards undetected.
Although stealth gameplay had appeared in a several games in the 1980s and
1990s, 1998 is seen as a turning point in gaming history because of the release
of Metal Gear Solid, Tenchu: Stealth Assassins, and Thief: The Dark Project.
The ninja-themed game Tenchu: Stealth Assassins was released several months
before Metal Gear Solid, making it the first 3D stealth based-game. The highly
anticipated Metal Gear Solid transformed its modestly successful franchise into a
large mainstream success.
1.3 Problem SpecificationDuring the development phase of the project , the game was stuck in several types of
problems. Some of them are stated below :
1.) ANIMATION : There are several instances in the game where the work of animation
could be seen clearly. But, those were one of the most challenging
2.) LEVEL DESIGN : The level was to be made in such a way that the player gets more and
more excited as he come across new stuff in the level. on the other hand the design has to be
in such a way that several guards and cameras has to block his way temporarily.
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3.) SCRIPTING : This past of the development gave the life to the game. and it has to
perfect otherwise the things would go in such a manner that are not expected. Sometimes
there were no predefined classes in the functions.
1.4 ObjectiveIt will contain the following features –
Will have 1 player (third person camera). Will have enemies. Will have 2 Different weapons.(Assault rifle and shotgun) Cross hair for aiming the weapons. AI for the enemies. Good quality graphics and textures.
Player will have the following abilities - Walk/jump/run Carry 2 weapons at a time Shoot with weapons Reload weapons Kill enemies(AI) with weapons
Enemies will have the following abilities - To approach towards the player .(AI) Decrease the player’s health. Finally kill the player (lowering health to zero).
1.5 Definitions, Acronyms and AbbreviationsAcronyms Description
1.) API : Application Programming Interface
2.) GUI : Graphical User Interface
1.6 VISION
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TARGET AUDIENCE
The target for the game will be aimed at 10 yrs upwards and also for both sexes because their will be no real gore or violence within the destruction of the character.
STYLE
The style of the game will have a cool, fun feel to it. Almost a real life simulation of the game scenes from different world. We will be looking at games like Hitman, Assasin’s creed, Far cry etc..
END PRODUCT
At the end of this project we will be looking to have several designs of the character and one detailed model of our chosen character pose. We will also be looking to have it well textured and also in lighting that will suit the character.
2. SYSTEM REQUIREMENTS AND ANALYSIS
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2.1 PROJECT SELECTION
We selected gaming platform because in India at present is emerging in the field of gaming and the game that we developed is a little bit different because it is a stealth game and on the other side it made it a tuff one. That's why we opt for android platform. Moreover getting knowledge was the prime concern. After selecting a game as the platform to work upon we thought of 3D game because games are the most interesting, attractive, and addictive applications in 3D forms.
2.2 GAME DESIGN
When hiding in the dark is a game play element, light and shadow become important parts of the level design. Usually the player is able to disable certain light sources. Stealth games also emphasize the audio design when players must be able to hear the subtle sound effects that may alert enemies to their actions; noise will often vary as the player walks on different surfaces such as wood or metal. Players who move recklessly will make more noise and attract more attention.
In order for a game to include stealth game play, the knowledge of the artificial intelligence (AI) must be restricted to make it ignorant to parts of the game world. The AI in stealth games takes into specific consideration the enemies' reactions to the effects of the player's actions, such as turning off the lights, as opposed to merely reacting to the player directly. Enemies typically have a line of sight which the player can avoid by hiding behind objects, staying in the shadows or moving while the enemy is facing another direction. Enemies can also typically detect when the player touches them or moves within a small, fixed distance. Overall, stealth games vary in what player actions the AI will perceive and react to, with more recent games offering a wider range of enemy reactions. [1] Often, the AI's movements are predictable and regular, allowing the player to devise a strategy to overcome his adversaries.
2.3 HOW DOES THE GAME WORK?
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Basically the game is developed on a gaming engine : UNITY. the software tool
gives the ease and all the related tools like mono develop in built of it. moreover it
can also built the game on several platforms.
Now the player will have to states:
a.) alive
b.) dead
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if the player is alive then it will be in one of the following 3 states :
a.) sneak
b.) locomotive
c.) idle
2.4 SYSTEM STUDY
EXISTING SYSTEM ALONG WITH THE LIMITATIONS/DEFICIENCIES
Existing systems like “Max payne” had the health limit factor. Lesser number of lives were given. Game doesn’t had the saving feature, due to which every time player has
to play right from the beginning.
PROPOSE SYSTEM ALONG WITH THE INTENDED OBJECTIVES
In our game we have provided 5 lives In our game we will provide the saving feature so that player can
continue from the new levels.
3. Feasibility Study
Feasibility studies are in today's market absolutely essential as they represent an
objective assessment of the economic viability of a project to a developer or investor. It
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serves as an indispensable tool for dialogue and negotiations with operators on one
hand and to secure financing on the other hand.
Therefore It is necessary to determine whether such system would be feasible or not.
That’s why a feasibility study was conducted in order to assertion whether this project
worth doing or not.
There are several aspects of feasibility study like: -
Technical Feasibility
Economical Feasibility
3.1 Technical Feasibility
To deploy the GAME, the only technical aspects needed are mentioned below:
SN Software Specification
1 UNITY GAME ENGINE
2 MONO DEVELOP SCRIPTING
3 PHOTOSHOP EDITING PHOTOGRAPHS
Traditional risk analysis generally neglects the fact that the enemies are intelligent and adaptive,
while most homeland security games developed so far unrealistically assume that all players are
fully strategic. This project will use game theory, Bayesian analysis, optimization, and risk
analysis to identify the optimal defender strategies for resource allocation and information
disclosure strategies when facing non-strategic players. We will consider both games between
decentralized defenders (in the context of interdependent security) and also games between a
defender and one or more terrorists. We will compare the results of this research to those of a
fully endogenous game-theoretic model developed under CREATE funding, using real-world
data.
3.2 Economic FeasibilityAfter completing the project if we will upload the apk on google play then depending on the number of downloads we will be able to earn money in US dollars which can be redeemed through the credit card.
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Moreover if we will upload the app under the paid section then with each download we will earn money along with that google will also give money as per the downloads.
4. Software & Hardware Requirement 4.1 Hardware Specifications:-
CPU: DUAL CORE
RAM :512 MB OR ABOVE
graphic card
4.2 Software Specifications:-
OS :Windows 7, XP And Above
Language : C# OR JavaScript
scripting : monodevelop
Photoshop for photo editing
5. SYSTEM FLOW CHARTS
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DFDs
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6. Implementation
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6.1 Description of Project
The development life cycle of a project usually involves three stages.
1) Project initiation
2) Project Execution
3) Project completion
In the project initiation stage, we prepare the project plans and finalize the outcome of each
phase. In this stage we also prepare a comprehensive list of tasks involved in each phase.
In the project execution stage, we develop the product; we will develop a game
application. This stage consists of the following phases:
1) Requirement Analysis
2) High level Design
3) Low level design
4) Construction
5) Testing
6) Acceptance
1) The requirement Analysis Phase:
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To identify the requirements needed of the application, we decided to study the existing
identification systems.
Finally, we identify that the gaming application should:
1 Enable character to walk, run, and sneak.
2. Enable character to make some noise of footsteps while running.
3. Enable character to suppress the noise of footsteps while sneaking.
4. Enable character to shout and distract the guards.
5. Enable enemies to patrol around the level and reacts as per the situation.
6. Enable enemies to follow footsteps and kill the character when spotted.
7. Enable laser grids and cameras.
8. Enable alarms when came into view of camera or crossed laser grids without
deactivating them.
9. Require switches in order to turnoff the laser grids.
10. Require a key without which level will not end.
2) The High Level Design:
In this phase, we started building a level by using several meshes like walls, floors, cables,
doors etc. Hence giving proper shape to our level in which our character will sneak around.
This phase requires a lot of patience and creativity as designing a level and making it look
beautiful to all users require more than just handwork but creativity as well.
3) The low level design Phase:
In this phase, a detailed design of level, based on the high level design, is created. In
addition, we also created specification for the various assets and meshes of an application.
4) The construction Phase:
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In this phase, the prefabs are made. Prefabs are the sets of meshes which can b used again
and again. For example if make a set of floor, wall and ceiling, combine them in one unit and
give them a name which all three share together. Then we can use that prefab in our level as
many times as we want.
5) The testing Phase:
Software modules are tested for their functionality as per the requirements identified during
the requirements analyses phase.
6) The Acceptance Phase:
In this phase based on the predefined acceptance criteria, the marketing conducts
acceptance testing for client projects. In the case of fingerprint recognition system, the
acceptance criteria are the fulfillment of all the requirements identifying during the
requirements analyses phase.
6.2 How to invoke a project
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For invoking this project on your system, you have to insure that the following things
have in your system.
3.1 Fulfill the hardware and software requirement according to project.
3.2 Install Unity Gaming Engine.
3.3 Install MonoDevelop.
3.4 Download useful assets and meshes.
3.5 Import them in Unity gaming engine
7. Snapshots
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1. Game View
2. Hierarchy
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3. Inspector
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4. Project
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5. Scene View
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6. MonoDevelop Interface (Scripting)
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7. Animation Window
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8. Navigation
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8.Testing
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Software testing is a process of running with intent of finding various errors in software. It
represents final review of other phases of software like specification, design, code generation
etc.
8.1 Unit TestingIn computer programming, unit testing is a method by which individual units of source code,
one or more program modules together with associated control data, usage procedures, and
operating procedures, are tested to determine if they are fit for use. Intuitively, one can view a
unit as the smallest testable part of an application. In procedural programming a unit could be
an entire module but is more commonly an individual program.
Unit Testing is a dynamic method for verification where program is actually compiled and
executed. In our project unit testing has been performed in parallel with the coding phase. We
have tested each part of module separately. As the modules were built up testing was carried out
simultaneously, tracking out each and every kind of input and checking the corresponding
output until module is working correctly. Functionality of module was also tested as separate
units.
E.g. in designing phase if design is not proper then the lining or gaps will be visible. Or if do no
apply proper physics to our objects like floor then player might fall too. Hence we require
colliders in our floors and player as well.
The advantage of Unit testing is that-
Unit tests find problems early in the development cycle.
Allows the programmer to change code at a later date, and make sure the module still
works correctly.
Simplifies Integration.
8.2 Validation Testing
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It provides final assurance that software meets all functional, behavioral & performance
requirements. Black box testing techniques are used. There are following main components.
Validation test criteria (type checking)
Configuration review(to ensure completeness of s/w configuration)
Alpha & Beta testing: Alpha testing is done at developer’s site i.e. by own and Beta
testing is done after once project has been deployed.
Test Cases: We have used a number of test cases for testing the product. There were
different cases for which different inputs were used to check whether desired output is
produced or not. e.g. -
1. Login of a new user in the server should make his status 1 so that he
can be shown in online friend list.
2. When a user logout his status is updated to 0 meaning he is offline.
3. Change in existing information of the user has to update the details of
the user.
4. Any changes or operations done by the user have to update the
summary correctly.
5. Because same page is inserting data into more than one table in the
database atomicity of the transaction is carefully tested.
6. On successful registration dynamic generation of required tables have
been made to make system fair and reliable.
Finally a lot of effort has been made that system performs all the functions as described in
section 1.3 “Envisioned system” namely
A proper notification should be generated.
Proper Friend and community suggestion.
Sending message.
Appropriate system date is printed when user post in community or user add any status.
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8.3 White Box TestingIn white box testing knowing the internal working of the project is very important. Test can be
conducted to ensure that internal operations are performed according to specifications and all
internal have been adequately exercised. In white box testing logical path through the software
are tested by providing test cases that exercises specific sets conditions and loops. Using white-
box testing software developer can drive test cases that
Guarantee that all independent paths within a module have been exercised at least once.
Exercise all logical decisions on their true and false side.
Exercise all loops at their boundaries and within their operational bound.
Exercise internal data structure to ensure their validity.
At every stage of project development we have tested the logics of program by supplying the
invalid inputs and generating the respective error messages. All the loops and conditional
statements are tested to the boundary conditions and validated properly.
8.4 Integration TestingIntegration testing is carried out after all the modules have been unit tested, successful
completion of unit testing, to a large extent, ensures that the unit as a whole works satisfactorily.
In this context objective of integration testing is to detect the errors at module interface.eg. In
our project we have checked that no parameter mismatch occurs when one module invokes the
functionality of another module.
Integration testing can be done through 4 ways:
1. Big Bang approach
2. Bottom-up approach
3. Top-down Approach
4. Mixed approach.
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In our project we have used Bottom-up approach of integration testing. Thus here first of all
sublevel modules are tested separately the whole module is integrated and tested. Once lower
level module is ready then its top level module is tested and then integrated & finally both are
tested after integration. This procedure repeats to integrate all modules together.
8.5 System Testing8.5.1 Performance testing
Performance testing is carried out to check whether the system meets the non-functional
requirements identified in the SRS.
In our project to improve performance of system several efforts have been made eg.Tables are
generated only after successful registration, connection has been committed at every suitable
locations and atomicity of database has been maintained etc.
8.5.2 Stress Testing
Stress testing is done to evaluate system performance under stress condition of excess load on
database, abnormal and illegal input conditions and repeated attempt to beach security.
We have taken care of all these issues in our project. E.g. maximum number of connections has
been fixed 20; session management has been implemented to prevent unauthorized access.
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9.Technologies Used
9.1 C#
C# (pronounced as C sharp) is a multi-paradigm programming language encompassing
strong typing, imperative, declarative, functional, generic, object-oriented (class-based), and
component-oriented programming disciplines. It was developed by Microsoft within its
.NET initiative and later approved as a standard by Ecma (ECMA-334) and ISO (ISO/IEC
23270:2006). C♯ is one of the programming languages designed for the Common Language
Infrastructure. C♯ is built on the syntax and semantics of C++, allowing C programmers to
take advantage of .NET and the common language runtime.
C♯ is intended to be a simple, modern, general-purpose, object-oriented programming
language. Its development team is led by Anders Hejlsberg. The most recent version is C♯
5.0, which was released on August 15, 2012.
The name "C sharp" was inspired by musical notation where a sharp indicates that the
written note should be made a semitone higher in pitch. This is similar to the language name
of C++, where "++" indicates that a variable should be incremented by 1. The sharp symbol
also resembles a ligature of four "+" symbols (in a two-by-two grid), further implying that
the language is an increment of C++.
In our project C# language was used only for scripting.
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10. SOFTWARE ENGINEERING PARADIGM
10.1 Software Paradigm UsedTo solve the actual problems in an industry, a software engineer must incorporate a
development strategy that encompasses the process, methods and tools layers and the generic
phases. This strategy is often referred to as a process model or a software engineering
paradigm. It is chosen based on nature of the project and application.
Our project “The Sneaker” has been planned to adhere Spiral model of project development.
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10.2 The model Description
The spiral model combines the idea of iterative development (prototyping) with the systematic,
controlled aspects of the waterfall model. It allows for incremental releases of the product, or
incremental refinement through each time around the spiral. The spiral model also explicitly
includes risk management within software development and determining how to lessen the risk
helps keep the software development process under control.
The spiral model is based on continuous refinement of key products for requirements
and analysis, system and software design, and implementation At each iteration around the
cycle, the products are extensions of an earlier product. This model uses many of the same
phases as the waterfall model, in essentially the same order, separated by planning, risk
assessment, and the building of prototypes and simulations.
The spiral lifecycle model allows for elements of the product to be added in when they become
available or known. This assures that there is no conflict with previous requirements and design.
This method is consistent with approaches that have multiple software builds and releases and
allows for making an orderly transition to a maintenance activity.
Another positive aspect is that the spiral model forces early user involvement in the system
development effort. For projects with heavy user interfacing, such as user application programs
or instrument interface applications, such involvement is helpful.
Starting at the center, each turn around the spiral goes through several task regions:
Determine the objectives, alternatives, and constraints on the new iteration.
Evaluate alternatives and identify and resolve risk issues.
Develop and verify the product for this iteration.
Plan the next iteration.
Note that the requirements activity takes place in multiple sections and in multiple iterations,
just as planning and risk analysis occur in multiple places.
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Final design, implementation, integration, and test occur in iteration 4. The spiral can be
repeated multiple times for multiple builds. Using this method of development, some
functionality can be delivered to the user faster than the waterfall method.
11. Results & Challenges11.1 Results
The project “The Sneaker” developed based on Spiral model is found to satisfactorily perform
all functions.
The application is easy to use and interactive making experience of identity checking
recreational for user. All the modules of the project has been tested and finally system testing
and integration testing has been completed and fixed all possible ambiguities.
“The Sneaker” has came out as a very fine game with attractive design and graphics and
enemies’ AI.
11.2 Challenges
Compatibility with different platforms.
Synchronization of guards, CCTV cameras, laser grids and player itself.
Learning new gaming engine, animations, scripting.
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12. ConclusionsThe game focuses on the main character of the game who is going to face several enemies in 2 different worlds. And, the game is designed in 2-dimentional. The camera is fitted in such a way that it focuses on the main character and incoming enemies as well as some obstacles. The player could resume the pre saved game or can start a new game. Moreover, the game would get over after completion of 2 worlds.Though the main character do not have any powers in the game but still it would be accepted in the market keeping in mind that it would be a good timepass in free time as well as will entertain a huge age group. The development of the game could also lead to some other ideas and options in the game that would be disclosed after the launch.Moreover, though we will try our best still the game has some chances to get improved and to entertain more!
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13. Bibliography
Website
1. www.unity3d.com
2. www.howstuffwork.com
3. www.stackoverflow.com
4. www.developer.android.com
5. www.w3schools.com
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