Design Review

The Four= Horsemen

Design Project Overview:

The Stock Market Game is created keeping in mind the goal of= teaching high school students how to trade stocks in the real world. When= the user starts a game, they will be prompted to enter their name and the= length of the game (in days). At the beginning of the user=92s turn, they= will be given several options from which to choose from, such as, buying or= selling stock, looking at his portfolio, viewing news articles, etc. Once= the user ends their turn, the program will simulate the daily events and= news articles. The daily events will affect the stock values, which will= then be calculated based on the current trends. Until the last day, these= steps will be repeated, updating the stock listing and user=92s portfolio= on a daily basis. The game will also save all the information at the end of= every day.

Completed Design Decisions:

  1. Since the game will be utilizing a list of pre-made stories, it will= be useful to have a list of template stories. Within this, each template= can be assigned a particular rating from 1-10. And as the game progresses,= a template can be associated with a company so that the higher the rating,= the better the stock will fare. Hence, companies with a 5-10 rating will= have their stocks rise that much while a 0-4 rating can cause the stock to= drop.
  2. When the user starts a game, he should be prompted with a text box that= will accept their name and another one that accepts the length of the game.= A default value (15 days) should also be assigned for the game length so= that the user has an approximate idea of how long an average game will= take.
  3. The game auto-saves at the end of every day. While in the process of= being saved, the game must perform some sort of cryptographic function on= the save data. This must be done so that a player cannot modify the saved= game=92s data easily to his or her advantage.

Future Design Decisions:

  1. This program can be implemented to run on a Win32 platform or it= could be platform independent (if a language like Java is used). A Win32= platform is convenient because it is easier to test on, and everyone is= more familiar with its user interface. There are also a lot of programming= tools that can be used if the game is based on a Win32 platform. But a game= that is platform independent will open itself to a much larger crowd,= despite the fact that a language like Java is very slow.
  2. Another problem that was encountered in the design of the program is the= level of graphics to be used in its coding. In a program such as this, a= highly graphical interface is unnecessary and it just adds to the coding.= However, the game must have some reasonable level of graphic usage for it= to be appealing to high school students.
  3. Currently, the game auto-saves at the end of every day and does not give= the user a chance to save in between decisions. If the user is given the= ability to save in between turns, they can always load their last saved= game in case something doesn=92t work out for them. This will prevent the= game from being used in schools because it gives everyone the opportunity= to cheat. But on the other hand, the ability to save the game gives the= players a chance to correct their mistakes so that he can learn from= them.