- Home
- Resources
- Work samples
- Samples
- Digital project: Python game - AT
Digital Technologies
Years 9 and 10
Satisfactory
Digital project: Python game
1
Annotation 1
Demonstrates understanding of the functional requirements by assigning correctly the appropriate modifiers (a requirement of the task) to the options, including the use of a default case (else), in the provided function
Demonstrates understanding of the functional requirements by assigning correctly the appropriate modifiers (a requirement of the task) to the options, including the use of a default case (else), in the provided function
-
Annotations
-
1
Annotation 1
Demonstrates understanding of the functional requirements by assigning correctly the appropriate modifiers (a requirement of the task) to the options, including the use of a default case (else), in the provided function
1
Annotation 1
Demonstrates understanding of program by using a similar approach to that shown for attacking (critical hit) to determine the success of the block based on chance, using random module 2 Annotation 2
Modifies an object-oriented program by adding custom character races (Dragon and Fairy) to spell validity check function
Demonstrates understanding of program by using a similar approach to that shown for attacking (critical hit) to determine the success of the block based on chance, using random module 2 Annotation 2
Modifies an object-oriented program by adding custom character races (Dragon and Fairy) to spell validity check function
-
Annotations
-
1
Annotation 1
Demonstrates understanding of program by using a similar approach to that shown for attacking (critical hit) to determine the success of the block based on chance, using random module -
2
Annotation 2
Modifies an object-oriented program by adding custom character races (Dragon and Fairy) to spell validity check function
1
Annotation 1
Modifies an object-oriented program by adding a new spell to the validity check 2 Annotation 2
Modifies an object-oriented program by adding a new spell that targets the enemy using the same function structure as other spells
Modifies an object-oriented program by adding a new spell to the validity check 2 Annotation 2
Modifies an object-oriented program by adding a new spell that targets the enemy using the same function structure as other spells
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by adding a new spell to the validity check -
2
Annotation 2
Modifies an object-oriented program by adding a new spell that targets the enemy using the same function structure as other spells
1
Annotation 1
Demonstrates understanding of program by implementing shield mechanic as required by adjusting values in the variables
Demonstrates understanding of program by implementing shield mechanic as required by adjusting values in the variables
-
Annotations
-
1
Annotation 1
Demonstrates understanding of program by implementing shield mechanic as required by adjusting values in the variables
1
Annotation 1
Generates appropriate output for the user to understand the result of the interaction in the game 2 Annotation 2
Displays only those attributes relevant using IF statements 3 Annotation 3
Adapts the program by adding new character races (Dragon and Fairy) that inherit from the base class Character, by copying existing Wizard class with minor variations
Generates appropriate output for the user to understand the result of the interaction in the game 2 Annotation 2
Displays only those attributes relevant using IF statements 3 Annotation 3
Adapts the program by adding new character races (Dragon and Fairy) that inherit from the base class Character, by copying existing Wizard class with minor variations
-
Annotations
-
1
Annotation 1
Generates appropriate output for the user to understand the result of the interaction in the game -
2
Annotation 2
Displays only those attributes relevant using IF statements -
3
Annotation 3
Adapts the program by adding new character races (Dragon and Fairy) that inherit from the base class Character, by copying existing Wizard class with minor variations
1
Annotation 1
Enhances user experience by adding Dragon and Fairy options to menus for user input by editing existing loops
Enhances user experience by adding Dragon and Fairy options to menus for user input by editing existing loops
-
Annotations
-
1
Annotation 1
Enhances user experience by adding Dragon and Fairy options to menus for user input by editing existing loops
1
Annotation 1
Instantiates objects based on user input for the ‘Good’ team based on the structure provided for the ‘Evil’ team 2 Annotation 2
Modifies an object-oriented program by adding new difficulty level to menu and performs appropriate check for validity in exception handling
Instantiates objects based on user input for the ‘Good’ team based on the structure provided for the ‘Evil’ team 2 Annotation 2
Modifies an object-oriented program by adding new difficulty level to menu and performs appropriate check for validity in exception handling
-
Annotations
-
1
Annotation 1
Instantiates objects based on user input for the ‘Good’ team based on the structure provided for the ‘Evil’ team -
2
Annotation 2
Modifies an object-oriented program by adding new difficulty level to menu and performs appropriate check for validity in exception handling
1
Annotation 1
Creates enemies (instantiates objects) as appropriate for each side/difficulty level based on user input
Creates enemies (instantiates objects) as appropriate for each side/difficulty level based on user input
-
Annotations
-
1
Annotation 1
Creates enemies (instantiates objects) as appropriate for each side/difficulty level based on user input
1
Annotation 1
Applies understanding of object-oriented program by adding appropriate options for spells for the Dragon and Fairy by coding them into the conditional statements as shown with other options 2 Annotation 2
Demonstrates that the game satisfies a requirement by ensuring the new spell has a target (as required for aggressive spells) by adding it to the conditions being checked
Applies understanding of object-oriented program by adding appropriate options for spells for the Dragon and Fairy by coding them into the conditional statements as shown with other options 2 Annotation 2
Demonstrates that the game satisfies a requirement by ensuring the new spell has a target (as required for aggressive spells) by adding it to the conditions being checked
-
Annotations
-
1
Annotation 1
Applies understanding of object-oriented program by adding appropriate options for spells for the Dragon and Fairy by coding them into the conditional statements as shown with other options -
2
Annotation 2
Demonstrates that the game satisfies a requirement by ensuring the new spell has a target (as required for aggressive spells) by adding it to the conditions being checked
1
Annotation 1
Creates artificial intelligence (AI) for the Dragon and Fairy classes that follow the same algorithm as that used for the Wizard
Creates artificial intelligence (AI) for the Dragon and Fairy classes that follow the same algorithm as that used for the Wizard
-
Annotations
-
1
Annotation 1
Creates artificial intelligence (AI) for the Dragon and Fairy classes that follow the same algorithm as that used for the Wizard
1
Annotation 1
Modifies an object-oriented program by providing new races (Dragon and Fairy) and difficulties through the menus and changes to the game parameters 2 Annotation 2
Designs aspects of the user experience by providing a visual representation of the player's status
Modifies an object-oriented program by providing new races (Dragon and Fairy) and difficulties through the menus and changes to the game parameters 2 Annotation 2
Designs aspects of the user experience by providing a visual representation of the player's status
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by providing new races (Dragon and Fairy) and difficulties through the menus and changes to the game parameters -
2
Annotation 2
Designs aspects of the user experience by providing a visual representation of the player's status
1
Annotation 1
Provides a visual representation to indicate the player's status has updated based on previous actions
Provides a visual representation to indicate the player's status has updated based on previous actions
-
Annotations
-
1
Annotation 1
Provides a visual representation to indicate the player's status has updated based on previous actions
1
Annotation 1
Designs an appropriate user experience by creating a menu that is context-sensitive and updates as required
Designs an appropriate user experience by creating a menu that is context-sensitive and updates as required
-
Annotations
-
1
Annotation 1
Designs an appropriate user experience by creating a menu that is context-sensitive and updates as required
1
Annotation 1
Demonstrates that the game satisfies functional requirements (attempts to use potions below zero are unsuccessful)
Demonstrates that the game satisfies functional requirements (attempts to use potions below zero are unsuccessful)
-
Annotations
-
1
Annotation 1
Demonstrates that the game satisfies functional requirements (attempts to use potions below zero are unsuccessful)
1
Annotation 1
Modifies an object-oriented program by changing the difficulty parameters of the original game (attack magic spell successfully hits enemy for damage higher than that provided in the starter code) 2 Annotation 2
Demonstrates that the game satisfies a requirement (the enemy attack penetrates but is absorbed by the shield as required)
Modifies an object-oriented program by changing the difficulty parameters of the original game (attack magic spell successfully hits enemy for damage higher than that provided in the starter code) 2 Annotation 2
Demonstrates that the game satisfies a requirement (the enemy attack penetrates but is absorbed by the shield as required)
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by changing the difficulty parameters of the original game (attack magic spell successfully hits enemy for damage higher than that provided in the starter code) -
2
Annotation 2
Demonstrates that the game satisfies a requirement (the enemy attack penetrates but is absorbed by the shield as required)
1
Annotation 1
Designs a conclusion to the game (game ends when both enemies are dead and correct statistics are displayed)
Designs a conclusion to the game (game ends when both enemies are dead and correct statistics are displayed)
-
Annotations
-
1
Annotation 1
Designs a conclusion to the game (game ends when both enemies are dead and correct statistics are displayed)
Above satisfactory
Digital project: Python game
1
Annotation 1
Demonstrates understanding of the functional requirements by adding new properties that can be applied to all characters, such as a stun being added to the base class constructor 2 Annotation 2
Modifies an object-oriented program by implementing correctly the stance modifiers required inside the setStance function
Demonstrates understanding of the functional requirements by adding new properties that can be applied to all characters, such as a stun being added to the base class constructor 2 Annotation 2
Modifies an object-oriented program by implementing correctly the stance modifiers required inside the setStance function
-
Annotations
-
1
Annotation 1
Demonstrates understanding of the functional requirements by adding new properties that can be applied to all characters, such as a stun being added to the base class constructor -
2
Annotation 2
Modifies an object-oriented program by implementing correctly the stance modifiers required inside the setStance function
1
Annotation 1
Enhances the user experience by applying modifier spells during the attack phase and updates to ensure the state of player is correctly applied 2 Annotation 2
Modifies an object-oriented program by implementing block chance (10%) correctly and identifying that a block should absorb the attack damage entirely 3 Annotation 3
Modifies an object-oriented program by updating successfully the defendAttack function to reflect abilities of the Vayne race
Enhances the user experience by applying modifier spells during the attack phase and updates to ensure the state of player is correctly applied 2 Annotation 2
Modifies an object-oriented program by implementing block chance (10%) correctly and identifying that a block should absorb the attack damage entirely 3 Annotation 3
Modifies an object-oriented program by updating successfully the defendAttack function to reflect abilities of the Vayne race
-
Annotations
-
1
Annotation 1
Enhances the user experience by applying modifier spells during the attack phase and updates to ensure the state of player is correctly applied -
2
Annotation 2
Modifies an object-oriented program by implementing block chance (10%) correctly and identifying that a block should absorb the attack damage entirely -
3
Annotation 3
Modifies an object-oriented program by updating successfully the defendAttack function to reflect abilities of the Vayne race
1
Annotation 1
Demonstrates understanding of the functional requirements by adding attacks specific to Udyr race 2 Annotation 2
Demonstrates deep understanding of the program by using a nested approach rather than using multiple conditions in a single IF statement
Demonstrates understanding of the functional requirements by adding attacks specific to Udyr race 2 Annotation 2
Demonstrates deep understanding of the program by using a nested approach rather than using multiple conditions in a single IF statement
-
Annotations
-
1
Annotation 1
Demonstrates understanding of the functional requirements by adding attacks specific to Udyr race -
2
Annotation 2
Demonstrates deep understanding of the program by using a nested approach rather than using multiple conditions in a single IF statement
1
Annotation 1
Implements a new spell specific to the Udyr race and a range of different modifiers/actions 2 Annotation 2
Simplifies user interface but maintains complete functionality of the game by including race-specific menus for user interaction using nested IF statements for casting of spells
Implements a new spell specific to the Udyr race and a range of different modifiers/actions 2 Annotation 2
Simplifies user interface but maintains complete functionality of the game by including race-specific menus for user interaction using nested IF statements for casting of spells
-
Annotations
-
1
Annotation 1
Implements a new spell specific to the Udyr race and a range of different modifiers/actions -
2
Annotation 2
Simplifies user interface but maintains complete functionality of the game by including race-specific menus for user interaction using nested IF statements for casting of spells
1
Annotation 1
Implements a new algorithm (Tumble spell) that has a mechanic that differs from spells provided and is tracked correctly throughout the code
Implements a new algorithm (Tumble spell) that has a mechanic that differs from spells provided and is tracked correctly throughout the code
-
Annotations
-
1
Annotation 1
Implements a new algorithm (Tumble spell) that has a mechanic that differs from spells provided and is tracked correctly throughout the code
1
Annotation 1
Combines different actions from provided code to create a new action (Condemn spell performs standard attack and triggers a stun modifier)
Combines different actions from provided code to create a new action (Condemn spell performs standard attack and triggers a stun modifier)
-
Annotations
-
1
Annotation 1
Combines different actions from provided code to create a new action (Condemn spell performs standard attack and triggers a stun modifier)
1
Annotation 1
Demonstrates deep understanding of programming principles (spell performs attacks on multiple enemies rather than just one target by using a loop and iterating over the list of enemies, then applying the algorithm for attacking) 2 Annotation 2
Uses conditional statements to alter the result (Infuse spell performs different actions depending on whether or not it is cast on the player or enemies)
Demonstrates deep understanding of programming principles (spell performs attacks on multiple enemies rather than just one target by using a loop and iterating over the list of enemies, then applying the algorithm for attacking) 2 Annotation 2
Uses conditional statements to alter the result (Infuse spell performs different actions depending on whether or not it is cast on the player or enemies)
-
Annotations
-
1
Annotation 1
Demonstrates deep understanding of programming principles (spell performs attacks on multiple enemies rather than just one target by using a loop and iterating over the list of enemies, then applying the algorithm for attacking) -
2
Annotation 2
Uses conditional statements to alter the result (Infuse spell performs different actions depending on whether or not it is cast on the player or enemies)
1
Annotation 1
Enhances user experience by including randomness to add uncertainty to the game (correct use of 4 or 5 out of 1–5 options for 40% is reflected in the comments)
Enhances user experience by including randomness to add uncertainty to the game (correct use of 4 or 5 out of 1–5 options for 40% is reflected in the comments)
-
Annotations
-
1
Annotation 1
Enhances user experience by including randomness to add uncertainty to the game (correct use of 4 or 5 out of 1–5 options for 40% is reflected in the comments)
1
Annotation 1
Implements a unique algorithm (duel mechanic locks two characters into an ‘automated’ battle, and is tracked within the individual objects)
Implements a unique algorithm (duel mechanic locks two characters into an ‘automated’ battle, and is tracked within the individual objects)
-
Annotations
-
1
Annotation 1
Implements a unique algorithm (duel mechanic locks two characters into an ‘automated’ battle, and is tracked within the individual objects)
1
Annotation 1
Designs aspects of the user experience by providing a visual representation of the player's status including extra information specific to Udyr when applicable
Designs aspects of the user experience by providing a visual representation of the player's status including extra information specific to Udyr when applicable
-
Annotations
-
1
Annotation 1
Designs aspects of the user experience by providing a visual representation of the player's status including extra information specific to Udyr when applicable
1
Annotation 1
Demonstrates good documentation practice by listing the additions/intended improvements made in the game
Demonstrates good documentation practice by listing the additions/intended improvements made in the game
-
Annotations
-
1
Annotation 1
Demonstrates good documentation practice by listing the additions/intended improvements made in the game
1
Annotation 1
Documents updates made to the output and menu options to better reflect the new theme of the game developed by the student
Documents updates made to the output and menu options to better reflect the new theme of the game developed by the student
-
Annotations
-
1
Annotation 1
Documents updates made to the output and menu options to better reflect the new theme of the game developed by the student
1
Annotation 1
Demonstrates creativity through an alternative approach to some game mechanics
Demonstrates creativity through an alternative approach to some game mechanics
-
Annotations
-
1
Annotation 1
Demonstrates creativity through an alternative approach to some game mechanics
1
Annotation 1
Implements player instantiation correctly based on the user input 2 Annotation 2
Enhances the user experience by applying modifiers to the player for the whole turn before actions are taken
Implements player instantiation correctly based on the user input 2 Annotation 2
Enhances the user experience by applying modifiers to the player for the whole turn before actions are taken
-
Annotations
-
1
Annotation 1
Implements player instantiation correctly based on the user input -
2
Annotation 2
Enhances the user experience by applying modifiers to the player for the whole turn before actions are taken
1
Annotation 1
Designs an appropriate user experience by creating a menu that is context-sensitive when the game is active by using object properties to determine the game state
Designs an appropriate user experience by creating a menu that is context-sensitive when the game is active by using object properties to determine the game state
-
Annotations
-
1
Annotation 1
Designs an appropriate user experience by creating a menu that is context-sensitive when the game is active by using object properties to determine the game state
1
Annotation 1
Demonstrates understanding of conditional statements (character-specific actions for non-mana character, Udyr, are presented via the use of a conditional IF statement with options for other players presented as the ELSE case), and uses the correct sequence for condition checking (strictest case first)
Demonstrates understanding of conditional statements (character-specific actions for non-mana character, Udyr, are presented via the use of a conditional IF statement with options for other players presented as the ELSE case), and uses the correct sequence for condition checking (strictest case first)
-
Annotations
-
1
Annotation 1
Demonstrates understanding of conditional statements (character-specific actions for non-mana character, Udyr, are presented via the use of a conditional IF statement with options for other players presented as the ELSE case), and uses the correct sequence for condition checking (strictest case first)
1
Annotation 1
Uses IF statements to present different options to the player based on race, rather than only using a unique number option for each action
Uses IF statements to present different options to the player based on race, rather than only using a unique number option for each action
-
Annotations
-
1
Annotation 1
Uses IF statements to present different options to the player based on race, rather than only using a unique number option for each action
1
Annotation 1
Enhances the user experience by implementing complex algorithms (where a player has taken control of an enemy, the enemy's turn is interrupted and the user input is captured to alter the enemy's action)
Enhances the user experience by implementing complex algorithms (where a player has taken control of an enemy, the enemy's turn is interrupted and the user input is captured to alter the enemy's action)
-
Annotations
-
1
Annotation 1
Enhances the user experience by implementing complex algorithms (where a player has taken control of an enemy, the enemy's turn is interrupted and the user input is captured to alter the enemy's action)
1
Annotation 1
Defines artificial intelligence (AI) for each enemy player with more potent ability preferences over weaker ones
Defines artificial intelligence (AI) for each enemy player with more potent ability preferences over weaker ones
-
Annotations
-
1
Annotation 1
Defines artificial intelligence (AI) for each enemy player with more potent ability preferences over weaker ones
1
Annotation 1
Modifies an object-oriented program to update the game welcome screen to reflect the theme of the game including correctly processing user input and presenting appropriate output
Modifies an object-oriented program to update the game welcome screen to reflect the theme of the game including correctly processing user input and presenting appropriate output
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program to update the game welcome screen to reflect the theme of the game including correctly processing user input and presenting appropriate output
1
Annotation 1
Demonstrates that the program is functioning as designed (enemy actions occur as defined in the artificial intelligence (AI) code)
Demonstrates that the program is functioning as designed (enemy actions occur as defined in the artificial intelligence (AI) code)
-
Annotations
-
1
Annotation 1
Demonstrates that the program is functioning as designed (enemy actions occur as defined in the artificial intelligence (AI) code)
1
Annotation 1
Provides a visual representation to indicate the player's status has updated based on previous actions
Provides a visual representation to indicate the player's status has updated based on previous actions
-
Annotations
-
1
Annotation 1
Provides a visual representation to indicate the player's status has updated based on previous actions
1
Annotation 1
Designs an engaging user experience by creating abilities that target all enemies with the chance of failure (Audacious Sweep hits Vayne but not Malphite or Soraka) and providing feedback to the user about their success 2 Annotation 2
Provides feedback to the user to maintain engagement (Vayne's actions are ignored due to the success of the player's previous attack)
Designs an engaging user experience by creating abilities that target all enemies with the chance of failure (Audacious Sweep hits Vayne but not Malphite or Soraka) and providing feedback to the user about their success 2 Annotation 2
Provides feedback to the user to maintain engagement (Vayne's actions are ignored due to the success of the player's previous attack)
-
Annotations
-
1
Annotation 1
Designs an engaging user experience by creating abilities that target all enemies with the chance of failure (Audacious Sweep hits Vayne but not Malphite or Soraka) and providing feedback to the user about their success -
2
Annotation 2
Provides feedback to the user to maintain engagement (Vayne's actions are ignored due to the success of the player's previous attack)
1
Annotation 1
Modifies an object-oriented program by designing reliable game functionality (the player gets two turns due to the use of Battle Cry, which matches the feedback given to the user)
Modifies an object-oriented program by designing reliable game functionality (the player gets two turns due to the use of Battle Cry, which matches the feedback given to the user)
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by designing reliable game functionality (the player gets two turns due to the use of Battle Cry, which matches the feedback given to the user)
1
Annotation 1
Designs a suitable conclusion to the game (when player dies, result of the game is displayed and the game is ended successfully using the ‘n’ option for input)
Designs a suitable conclusion to the game (when player dies, result of the game is displayed and the game is ended successfully using the ‘n’ option for input)
-
Annotations
-
1
Annotation 1
Designs a suitable conclusion to the game (when player dies, result of the game is displayed and the game is ended successfully using the ‘n’ option for input)
Below satisfactory
Digital project: Python game
1
Annotation 1
Demonstrates some understanding of the functional requirements by updating the Base Character class 2 Annotation 2
Attempts to set stance based on parameters, but IF statement is not used
Demonstrates some understanding of the functional requirements by updating the Base Character class 2 Annotation 2
Attempts to set stance based on parameters, but IF statement is not used
-
Annotations
-
1
Annotation 1
Demonstrates some understanding of the functional requirements by updating the Base Character class -
2
Annotation 2
Attempts to set stance based on parameters, but IF statement is not used
1
Annotation 1
Modifies an object-oriented program to successfully implement 10% chance of blocking 2 Annotation 2
Updates validSpell function to meet a functional requirement (validity check occurs for Wizard and Rohirrim on options 8 and 9 respectively)
Modifies an object-oriented program to successfully implement 10% chance of blocking 2 Annotation 2
Updates validSpell function to meet a functional requirement (validity check occurs for Wizard and Rohirrim on options 8 and 9 respectively)
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program to successfully implement 10% chance of blocking -
2
Annotation 2
Updates validSpell function to meet a functional requirement (validity check occurs for Wizard and Rohirrim on options 8 and 9 respectively)
1
Annotation 1
Modifies an object-oriented program by adding two new spells to the castSpell function and assigning new choices for player input 2 Annotation 2
Modifies an object-oriented program by implementing a new spell (modifies player's abilities and performs an attack) 3 Annotation 3
Applies understanding of program to correctly implement a shield based on damage removal in the defense algorithm
Modifies an object-oriented program by adding two new spells to the castSpell function and assigning new choices for player input 2 Annotation 2
Modifies an object-oriented program by implementing a new spell (modifies player's abilities and performs an attack) 3 Annotation 3
Applies understanding of program to correctly implement a shield based on damage removal in the defense algorithm
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by adding two new spells to the castSpell function and assigning new choices for player input -
2
Annotation 2
Modifies an object-oriented program by implementing a new spell (modifies player's abilities and performs an attack) -
3
Annotation 3
Applies understanding of program to correctly implement a shield based on damage removal in the defense algorithm
1
Annotation 1
Adapts program to revert player's attack back to original value after Voice is cast to ensure state of game is restored post-spell 2 Annotation 2
Adapts program to change user experience (spell has been adapted from the Haste mechanic and provides extra turns in the same way)
Adapts program to revert player's attack back to original value after Voice is cast to ensure state of game is restored post-spell 2 Annotation 2
Adapts program to change user experience (spell has been adapted from the Haste mechanic and provides extra turns in the same way)
-
Annotations
-
1
Annotation 1
Adapts program to revert player's attack back to original value after Voice is cast to ensure state of game is restored post-spell -
2
Annotation 2
Adapts program to change user experience (spell has been adapted from the Haste mechanic and provides extra turns in the same way)
1
Annotation 1
Produces a visual representation of the player's status (always displays all attributes, even when not relevant to some races, for example some have no mana or cannot cast a shield)
Produces a visual representation of the player's status (always displays all attributes, even when not relevant to some races, for example some have no mana or cannot cast a shield)
-
Annotations
-
1
Annotation 1
Produces a visual representation of the player's status (always displays all attributes, even when not relevant to some races, for example some have no mana or cannot cast a shield)
1
Annotation 1
Includes a map of Middle Earth for aesthetics only 2 Annotation 2
Adds some appropriate functions to the game (options added to the player select menus for Dragon, Wraith and Rohirim)
Includes a map of Middle Earth for aesthetics only 2 Annotation 2
Adds some appropriate functions to the game (options added to the player select menus for Dragon, Wraith and Rohirim)
-
Annotations
-
1
Annotation 1
Includes a map of Middle Earth for aesthetics only -
2
Annotation 2
Adds some appropriate functions to the game (options added to the player select menus for Dragon, Wraith and Rohirim)
1
Annotation 1
Replicates ride of Haste to implement ride of Rohirrim without adding new mechanic 2 Annotation 2
Adds simple artificial intelligence (AI) for Wraith character
Replicates ride of Haste to implement ride of Rohirrim without adding new mechanic 2 Annotation 2
Adds simple artificial intelligence (AI) for Wraith character
-
Annotations
-
1
Annotation 1
Replicates ride of Haste to implement ride of Rohirrim without adding new mechanic -
2
Annotation 2
Adds simple artificial intelligence (AI) for Wraith character
1
Annotation 1
Designs aspects of the user experience (player options correctly presented based on the code written and responses to input match expectations) 2 Annotation 2
Provides a visual representation of player status; however, shows some attributes that the player does not possess
Designs aspects of the user experience (player options correctly presented based on the code written and responses to input match expectations) 2 Annotation 2
Provides a visual representation of player status; however, shows some attributes that the player does not possess
-
Annotations
-
1
Annotation 1
Designs aspects of the user experience (player options correctly presented based on the code written and responses to input match expectations) -
2
Annotation 2
Provides a visual representation of player status; however, shows some attributes that the player does not possess
1
Annotation 1
Designs a basic conclusion to the game (game ends when all enemies are killed)
Designs a basic conclusion to the game (game ends when all enemies are killed)
-
Annotations
-
1
Annotation 1
Designs a basic conclusion to the game (game ends when all enemies are killed)
Satisfactory
Digital project: Python game
1
Annotation 1
Demonstrates understanding of the functional requirements by assigning correctly the appropriate modifiers (a requirement of the task) to the options, including the use of a default case (else), in the provided function
Demonstrates understanding of the functional requirements by assigning correctly the appropriate modifiers (a requirement of the task) to the options, including the use of a default case (else), in the provided function
-
Annotations
-
1
Annotation 1
Demonstrates understanding of the functional requirements by assigning correctly the appropriate modifiers (a requirement of the task) to the options, including the use of a default case (else), in the provided function
1
Annotation 1
Demonstrates understanding of program by using a similar approach to that shown for attacking (critical hit) to determine the success of the block based on chance, using random module 2 Annotation 2
Modifies an object-oriented program by adding custom character races (Dragon and Fairy) to spell validity check function
Demonstrates understanding of program by using a similar approach to that shown for attacking (critical hit) to determine the success of the block based on chance, using random module 2 Annotation 2
Modifies an object-oriented program by adding custom character races (Dragon and Fairy) to spell validity check function
-
Annotations
-
1
Annotation 1
Demonstrates understanding of program by using a similar approach to that shown for attacking (critical hit) to determine the success of the block based on chance, using random module -
2
Annotation 2
Modifies an object-oriented program by adding custom character races (Dragon and Fairy) to spell validity check function
1
Annotation 1
Modifies an object-oriented program by adding a new spell to the validity check 2 Annotation 2
Modifies an object-oriented program by adding a new spell that targets the enemy using the same function structure as other spells
Modifies an object-oriented program by adding a new spell to the validity check 2 Annotation 2
Modifies an object-oriented program by adding a new spell that targets the enemy using the same function structure as other spells
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by adding a new spell to the validity check -
2
Annotation 2
Modifies an object-oriented program by adding a new spell that targets the enemy using the same function structure as other spells
1
Annotation 1
Demonstrates understanding of program by implementing shield mechanic as required by adjusting values in the variables
Demonstrates understanding of program by implementing shield mechanic as required by adjusting values in the variables
-
Annotations
-
1
Annotation 1
Demonstrates understanding of program by implementing shield mechanic as required by adjusting values in the variables
1
Annotation 1
Generates appropriate output for the user to understand the result of the interaction in the game 2 Annotation 2
Displays only those attributes relevant using IF statements 3 Annotation 3
Adapts the program by adding new character races (Dragon and Fairy) that inherit from the base class Character, by copying existing Wizard class with minor variations
Generates appropriate output for the user to understand the result of the interaction in the game 2 Annotation 2
Displays only those attributes relevant using IF statements 3 Annotation 3
Adapts the program by adding new character races (Dragon and Fairy) that inherit from the base class Character, by copying existing Wizard class with minor variations
-
Annotations
-
1
Annotation 1
Generates appropriate output for the user to understand the result of the interaction in the game -
2
Annotation 2
Displays only those attributes relevant using IF statements -
3
Annotation 3
Adapts the program by adding new character races (Dragon and Fairy) that inherit from the base class Character, by copying existing Wizard class with minor variations
1
Annotation 1
Enhances user experience by adding Dragon and Fairy options to menus for user input by editing existing loops
Enhances user experience by adding Dragon and Fairy options to menus for user input by editing existing loops
-
Annotations
-
1
Annotation 1
Enhances user experience by adding Dragon and Fairy options to menus for user input by editing existing loops
1
Annotation 1
Instantiates objects based on user input for the ‘Good’ team based on the structure provided for the ‘Evil’ team 2 Annotation 2
Modifies an object-oriented program by adding new difficulty level to menu and performs appropriate check for validity in exception handling
Instantiates objects based on user input for the ‘Good’ team based on the structure provided for the ‘Evil’ team 2 Annotation 2
Modifies an object-oriented program by adding new difficulty level to menu and performs appropriate check for validity in exception handling
-
Annotations
-
1
Annotation 1
Instantiates objects based on user input for the ‘Good’ team based on the structure provided for the ‘Evil’ team -
2
Annotation 2
Modifies an object-oriented program by adding new difficulty level to menu and performs appropriate check for validity in exception handling
1
Annotation 1
Creates enemies (instantiates objects) as appropriate for each side/difficulty level based on user input
Creates enemies (instantiates objects) as appropriate for each side/difficulty level based on user input
-
Annotations
-
1
Annotation 1
Creates enemies (instantiates objects) as appropriate for each side/difficulty level based on user input
1
Annotation 1
Applies understanding of object-oriented program by adding appropriate options for spells for the Dragon and Fairy by coding them into the conditional statements as shown with other options 2 Annotation 2
Demonstrates that the game satisfies a requirement by ensuring the new spell has a target (as required for aggressive spells) by adding it to the conditions being checked
Applies understanding of object-oriented program by adding appropriate options for spells for the Dragon and Fairy by coding them into the conditional statements as shown with other options 2 Annotation 2
Demonstrates that the game satisfies a requirement by ensuring the new spell has a target (as required for aggressive spells) by adding it to the conditions being checked
-
Annotations
-
1
Annotation 1
Applies understanding of object-oriented program by adding appropriate options for spells for the Dragon and Fairy by coding them into the conditional statements as shown with other options -
2
Annotation 2
Demonstrates that the game satisfies a requirement by ensuring the new spell has a target (as required for aggressive spells) by adding it to the conditions being checked
1
Annotation 1
Creates artificial intelligence (AI) for the Dragon and Fairy classes that follow the same algorithm as that used for the Wizard
Creates artificial intelligence (AI) for the Dragon and Fairy classes that follow the same algorithm as that used for the Wizard
-
Annotations
-
1
Annotation 1
Creates artificial intelligence (AI) for the Dragon and Fairy classes that follow the same algorithm as that used for the Wizard
1
Annotation 1
Modifies an object-oriented program by providing new races (Dragon and Fairy) and difficulties through the menus and changes to the game parameters 2 Annotation 2
Designs aspects of the user experience by providing a visual representation of the player's status
Modifies an object-oriented program by providing new races (Dragon and Fairy) and difficulties through the menus and changes to the game parameters 2 Annotation 2
Designs aspects of the user experience by providing a visual representation of the player's status
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by providing new races (Dragon and Fairy) and difficulties through the menus and changes to the game parameters -
2
Annotation 2
Designs aspects of the user experience by providing a visual representation of the player's status
1
Annotation 1
Provides a visual representation to indicate the player's status has updated based on previous actions
Provides a visual representation to indicate the player's status has updated based on previous actions
-
Annotations
-
1
Annotation 1
Provides a visual representation to indicate the player's status has updated based on previous actions
1
Annotation 1
Designs an appropriate user experience by creating a menu that is context-sensitive and updates as required
Designs an appropriate user experience by creating a menu that is context-sensitive and updates as required
-
Annotations
-
1
Annotation 1
Designs an appropriate user experience by creating a menu that is context-sensitive and updates as required
1
Annotation 1
Demonstrates that the game satisfies functional requirements (attempts to use potions below zero are unsuccessful)
Demonstrates that the game satisfies functional requirements (attempts to use potions below zero are unsuccessful)
-
Annotations
-
1
Annotation 1
Demonstrates that the game satisfies functional requirements (attempts to use potions below zero are unsuccessful)
1
Annotation 1
Modifies an object-oriented program by changing the difficulty parameters of the original game (attack magic spell successfully hits enemy for damage higher than that provided in the starter code) 2 Annotation 2
Demonstrates that the game satisfies a requirement (the enemy attack penetrates but is absorbed by the shield as required)
Modifies an object-oriented program by changing the difficulty parameters of the original game (attack magic spell successfully hits enemy for damage higher than that provided in the starter code) 2 Annotation 2
Demonstrates that the game satisfies a requirement (the enemy attack penetrates but is absorbed by the shield as required)
-
Annotations
-
1
Annotation 1
Modifies an object-oriented program by changing the difficulty parameters of the original game (attack magic spell successfully hits enemy for damage higher than that provided in the starter code) -
2
Annotation 2
Demonstrates that the game satisfies a requirement (the enemy attack penetrates but is absorbed by the shield as required)
1
Annotation 1
Designs a conclusion to the game (game ends when both enemies are dead and correct statistics are displayed)
Designs a conclusion to the game (game ends when both enemies are dead and correct statistics are displayed)
-
Annotations
-
1
Annotation 1
Designs a conclusion to the game (game ends when both enemies are dead and correct statistics are displayed)