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:
- 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.
- 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.
- 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:
- 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.
- 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.
- 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.