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Project One Design
Project One is about designing the game before building it.
The storyboard gives another person the basic concept of your game.
It should identify the required:
- Theme
- Storyline
- Rooms
- Items
- Villain
The storyboard is not a place to write the complete Python program.
The map turns the room list into a navigable game world.
Use it to answer questions such as:
- Which room is north of this room?
- Can the player return in the opposite direction?
- Where is each item located?
- Which room contains the villain?
- Can the player reach every required item before the villain blocks progress?
The current Project One requirements specify minimum room and item counts and special rules for the start and villain rooms. Check the current Guidelines and Rubric for the exact requirements.
Move pseudocode explains the logic for one of the two main player actions.
A good design makes clear:
- What input is needed
- How a requested direction is checked
- What changes after a valid move
- What happens after an invalid move
- What the player is told
- How the process fits into repeated gameplay
Get-item pseudocode describes the other main action.
It should make clear:
- What item the player asks to get
- How the request is validated against the current room
- What changes in inventory after a valid request
- What happens after an invalid request
- What output the player receives
The most important design check is consistency.
If your storyboard says an item is in one room but your map places it elsewhere, the later code has no single design to follow.
Before submitting, compare all four files side by side in VS Code and resolve any differences.
Project One evaluates the design artifacts. Coding the final game early does not replace the required storyboard, map, or pseudocode.
The design work also makes Project Two easier because you already know what world and logic you intend to build.