To be coded in in the software 'Processing' (Using Java)
Assessment 3 - Missile Command! Aims • Conduct a collaborative software development project • Solve problems and design software solutions using a high-level programming language and a range of technologies, protocols, and algorithms. • Build a program with visual elements. • Reflect on the work of others and provide feedback. Description The video game Missile Command is an arcade classic that was originally developed in 1980 by Atari and played on arcade gaming machines. Over years there have been many remakes of this game with many upgrades to the graphics and features on more sophisticated machines. The concept for this game is fairly simple - there are six cities that sit at the bottom of the screen that are attacked by missiles falling randomly from the top of the screen. The player is in control of an anti-missile battery that fires counter-missiles to intercept and destroy the ballistic missiles raining down. The player controls a cross-hair that specifies where the counter-missile will detonate and when the counter-missile reaches the location, it explodes leaving an expanding fireball that lasts for several seconds. All ballistic missiles that come in contact with the fireball are destroyed. There are a finite number of anti-missiles and once depleted the cities are left defenseless. The game is broken into rounds that contain a specified number of ballistic missiles. The gameplay for the 1981 Atari 2600 version can be seen here: Atari 2600 Longplay [pos] Missile... : Task Your task is to work in your teams to develop your own version of the Missile Command game using the Processing environment. The specific implementation details are up to your group, but your game should at very least have: • The cities that are under attack. • The ballistic missiles that rain down on the cities. • The anti-ballistic missile battery that fires counter-missiles. • Some sort of scoring system that rewards the player for shooting the ballistic missiles and any left-over munitions at the end of a given round. • The game should reset (and potentially move to a harder level) when the player destroys all of the ballistic missiles in a given round. All of the visual design elements are up to you. I would advise you to start simple and move up from there. • Some advanced features that might result in bonus marks include (but are not limited to): • The implementation of vector-based motion (Do some research on using the PVector object). • Implementing additional types of attackers (e-g. The Smart Bombs that can be seen in the Atari 2600 Gameplay) • Multiple missile batteries with different counter missiles (e.g. some might move faster • Advanced Visual elements such as explosion effects when a missile is destroyed. • Sound effects (do some research on implementing these). Advanced leveling system - new features introduced. . Be creative - anything impressive beyond the basic functionality will get the bonus marks!
To be coded in in the software 'Processing' (Using Java)
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To be coded in in the software 'Processing' (Using Java)
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