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Meadowlight Game Project Overview

The document outlines the capstone project for 'Meadowlight', a farming-survival game developed by a team from FPT University, led by Ly Thanh Dat. It details the project's management plan, existing systems, business opportunities, and the software product vision, emphasizing the game's unique blend of relaxation and high-stakes gameplay. The project aims to cater to a growing market demand for engaging offline gaming experiences, particularly among younger audiences.

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leanh.nguyen0344
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© All Rights Reserved
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0% found this document useful (0 votes)
21 views55 pages

Meadowlight Game Project Overview

The document outlines the capstone project for 'Meadowlight', a farming-survival game developed by a team from FPT University, led by Ly Thanh Dat. It details the project's management plan, existing systems, business opportunities, and the software product vision, emphasizing the game's unique blend of relaxation and high-stakes gameplay. The project aims to cater to a growing market demand for engaging offline gaming experiences, particularly among younger audiences.

Uploaded by

leanh.nguyen0344
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FPT University

Capstone Project Document



Medowlight

SP490
Group Members Ly Thanh Dat - Leader - CE18
Nguyen Le Anh - Member - CE18
Nguyen Le Nhat - Member - CE18
Dau Giao Hieu - Member - CE18
Nguyen Huynh Duc - Member - CE18

Supervisor Nguyen Thien Nhon


-Can Tho, November 2025-

Table of Contents
1. Acknowledge​
Throughout the process of creating and completing the "Meadowlight" game project, we
extend our heartfelt gratitude to Supervisor Nguyen Thien Nhon. You have been a
constant companion, closely involved, and supportive from the very beginning, enabling
us to successfully finish the project on time and to the best of our abilities. You
consistently provided insightful feedback and constructive suggestions, pointing out our
mistakes while guiding us towards refining our work to its fullest potential. ​

Although we encountered challenges during the project's execution that led to outcomes
not entirely as we envisioned, you always offered practical solutions and patiently
addressed all our inquiries......................................................................................................... 3
2. Definition and Acronyms........................................................................................................ 3
3. Project Introduction.................................................................................................................3
3.1 Overview...........................................................................................................................3
3.1.1 Project Information....................................................................................................3
3.1.2 Project Team............................................................................................................. 4
3.1.3 Product Background................................................................................................. 4
3.2 Existing Systems............................................................................................................... 5
3.2.1 Stardew Valley.......................................................................................................... 5
3.2.2 Coral Island...............................................................................................................6
3.2.3 Story of Seasons.......................................................................................................7
3.2.4 Sun Haven................................................................................................................ 8
3.3 Business Opportunity.........................................................................................................8
3.4 Software Product Vision.................................................................................................... 9
3.5 Project Scope & Limitations...............................................................................................9
3.5.1 Major Features..........................................................................................................9
3.5.2 Limitations & Exclusions......................................................................................... 10
4. Project Management Plan..................................................................................................... 10
4.1 Overview..........................................................................................................................10
4.1.1 Scope & Estimation (need to remake).................................................................... 10
4.1.2 Project Objectives................................................................................................... 16
4.1.3 Project Risks........................................................................................................... 17
4.2 Management Approach................................................................................................... 18
4.2.1 Project Process.......................................................................................................19
4.2.2 Quality Management...............................................................................................20
4.3 Project deliverables....................................................................................................21
4.4 Responsibility Assignments....................................................................................... 24
4.5 Project Communation................................................................................................ 24
4.6 Configuration Management.......................................................................................24
4.6.1 Document Management....................................................................................25
4.6.2 Source Code Management............................................................................... 25
4.6.3 Tools & Infrastructures...................................................................................... 25
5. Software Requirement Specification................................................................................... 25
5.1 Product Overview............................................................................................................ 26
5.2 User Requirements..........................................................................................................26
5.2.1 Actors......................................................................................................................26
5.2.2 Use Cases.............................................................................................................. 26
[Link] Diagram(s)..................................................................................................... 26
1. Acknowledge​
Throughout the process of creating and completing the "Meadowlight" game project, we extend
our heartfelt gratitude to Supervisor Nguyen Thien Nhon. You have been a constant companion,
closely involved, and supportive from the very beginning, enabling us to successfully finish the
project on time and to the best of our abilities. You consistently provided insightful feedback and
constructive suggestions, pointing out our mistakes while guiding us towards refining our work
to its fullest potential. ​

Although we encountered challenges during the project's execution that led to outcomes not
entirely as we envisioned, you always offered practical solutions and patiently addressed all our
inquiries.

With sincere appreciation, we wish you continued joy and happiness, and we hope you will keep
imparting your knowledge and valuable guidance to future generations of students.

2. Definition and Acronyms​

3. Project Introduction

3.1 Overview

3.1.1 Project Information

Project name: Meadowlight​


Project code: Mew
Group name:Game Lord​
Software type: Game
3.1.2 Project Team

Full Name Role Email Mobile


Nguyen Thien Supervisor
Nhon

Ly Thanh Dat Leader datltce180532@f 0977385443


[Link]

Nguyen Le Anh Member anhnlce181837@ 0819102042


[Link]

Nguyen Le Nhat Member nhatnlce181840 0819275909


@[Link]

Dau Giao Hieu Member hieudgce180281 0329796704


@[Link]

Nguyen Huynh Member ducnhce180015 0918233464


Duc @[Link]

3.1.3 Product Background


In recent years, the global gaming industry has seen continuous growth, with simulation,
farming, and resource-management games maintaining strong popularity due to their
accessibility and broad appeal. Within this landscape, the farming–survival genre has
shown consistent success on platforms like Steam, attracting players who enjoy relaxing
gameplay, creative freedom, and a slower-paced experience.

On PC platforms, especially Steam, there is an increasing demand for offline


single-player experiences that allow players to fully control their pace without the
interruptions or pressures associated with online systems. Many players value the ability
to immerse themselves in a stable environment where their progress and enjoyment are
not affected by connectivity issues, server instability, or competitive stress.

Based on these trends, our team chose to develop an offline PC farming–survival game,
focusing on crop growing, resource gathering, exploration, and small-scale open-world
building. The game aims to deliver a relaxing atmosphere while still offering meaningful
depth through survival mechanics, resource management, and personalized farm
development.
By releasing the game on Steam, we aim to reach a broad international audience that
appreciates creative simulation games—titles that players can enjoy casually, yet
continue returning to thanks to their long-term progression and replayability.

3.2 Existing Systems

3.2.1 Stardew Valley

Stardew Valley is one of the most influential farming and life-simulation games in the
modern era. Players inherit an abandoned farm and must restore it by growing crops,
raising livestock, fishing, and mining. Its distinctive feature lies in the balanced
combination of farming, dungeon exploration, and social interaction with the
townspeople. In terms of advantages, the game offers deep mechanics, high content
density, and strong player freedom in shaping their farm. However, the pixel-art visual
style may not appeal to all audiences, and the early-game progression can feel slow for
new players.
Game link: [Link] (access date
28/11/2025)

3.2.2 Coral Island

Coral Island is a modern 3D farming simulation game set on a vibrant tropical island.
The gameplay focuses on crop cultivation, animal care, and community development
while integrating environmental restoration elements such as cleaning ocean reefs. Its
special feature is the emphasis on ecological conservation and a diverse cast of
characters. Regarding advantages, the game delivers beautiful visuals, an engaging
social system, and a refreshing island-themed setting. On the downside, certain features
are still being expanded, and some performance issues may arise depending on device
specifications.
Game link: [Link] (access date
28/11/2025)
3.2.3 Story of Seasons

Story of Seasons is considered the foundational series of the farming-simulation genre.


The game centers around managing a farm across multiple seasons, where players
plant crops, raise animals, participate in festivals, and interact with villagers. Its signature
feature is the focus on traditional, slow-paced rural life with a strong emphasis on
long-term farm development. The advantages include stable gameplay systems,
charming aesthetics, and a relaxing experience that appeals to a wide audience.
However, its mechanics can feel traditional or outdated compared to newer titles, and the
progression may be repetitive for experienced players.
Game link:
[Link]
(access date 28/11/2025)
3.2.4 Sun Haven


Sun Haven is a fantasy-themed farming and life-simulation game that blends traditional
farming with RPG mechanics. Players can grow crops, craft items, form relationships,
and explore dangerous areas filled with monsters. A notable feature is the inclusion of
multiple skill trees, magic abilities, and diverse races, offering a rich customization
experience. In terms of advantages, Sun Haven provides a unique hybrid between
farming and role-playing gameplay, with vibrant visuals and a strong progression system.
On the other hand, the large amount of content may feel overwhelming for new players,
and balancing between farming and combat systems can occasionally be inconsistent.
Game link:
[Link] (access date 28/11/2025)


3.3 Business Opportunity
The current gaming market is seeing a saturation of purely relaxing farming simulations.
However, there is a growing demand among players aged 15–30 (specifically students
and office workers) for games that combine aesthetic relaxation with meaningful
challenges. Meadowlight addresses this gap by offering a "high risk, high reward"
experience. Instead of a free-to-play model filled with ads, the game focuses on an
affordable purchase model that respects the player's experience.
Competitive Advantages of Meadowlight:
●​ High-Stakes Gameplay: Unlike traditional titles like Stardew Valley where the
gameplay is safe, Meadowlight introduces a survival mechanic where character
death results in progress loss. This forces players to strategize carefully between
farming and fighting.
●​ Genre Blending: It successfully merges the "cozy" atmosphere of a farming sim
with the tension of a survival RPG, appealing to both casual and hardcore
audiences.
●​ Market Accessibility: The game is primarily designed for the global market,
aiming for international standards in gameplay quality, pricing, and accessibility.
Additionally, the game will support regional markets such as Vietnam and
Southeast Asia through localized pricing and integration with local payment
gateways (e.g., MoMo, VNPAY).

3.4 Software Product Vision


Our vision is to redefine the farming simulation genre by proving that "relaxation" and
"hardcore survival" can coexist. We aim to build a game where every crop harvested and
every monster defeated feels like a genuine victory due to the risk involved.
●​ Purpose: To provide a deeply engaging experience for players who are bored
with repetitive, low-stakes farming games.
●​ Meaning: To demonstrate the potential of the Vietnamese indie game industry to
the world. We want to build a supportive community where players share survival
strategies, creating a sustainable ecosystem for the game's long-term growth.

3.5 Project Scope & Limitations

3.5.1 Major Features


FE-1: Inventory management: Collect, store, and organize items with drag & drop and
stack splitting
FE-2: Farming system: Plant crops with seeds, crops grow through stages, harvest to
receive items
FE-3: Tree system: Plant and chop trees to gather resources, trees regrow after being
chopped
FE-4: Mining system: Mine minerals on the map to receive items
FE-5: Placeable objects: Place objects on the map (Chest, Furniture, TV, Fence, Road)
FE-6: Chest storage: Open chests to store items separately
FE-7: Time progression: Game time advances (minutes → hours → days → seasons →
years)
FE-8: Weather system: Weather changes by season with tomorrow's forecast
FE-9: Map navigation: Travel between regions (Farm, Town, Beach, Forest, Mountain)
FE-10: NPC schedule: NPCs move according to daily schedules and change behavior
based on weather/special days
FE-11: Equipment system: Equip items (Helmet, Armor, Pants) and view durability
FE-12 Save/Load system: Save game and load saved game (saves complete game
state)
FE-13: Player panel: View player information (Portrait, Stats, Equipment) in menu

3.5.2 Limitations & Exclusions


LI-1:No cloud save: save files are local only; no cloud synchronization
LI-2: No advanced inventory features: no auto-sort, filtering, or search functionality
LI-3: No equipment set bonuses: no set effects when wearing multiple pieces from the
same set
LI-4: No fertilizer or advanced farming tools: basic planting and watering only
LI-5: No tree breeding or grafting: trees grow from seeds only; no cross-breeding
mechanics
LI-6: No multiplayer mechanism system

4. Project Management Plan

4.1 Overview

4.1.1 Scope & Estimation (need to remake)

# WBS Complexity Est. Efford ​


(man-days)

1.​ Inventory Management System 10

1.1 Design inventory UI layout and slot Medium 5


system

1.2 Implement drag & drop Complex 8


functionality

1.3 Implement stack splitting with Ctrl Medium 4


key

1.4 Implement auto-stack and merge Medium 5


logic

1.5 Implement hotbar system (12 Simple 3


slots)
1.6 Implement inventory capacity Medium 5
upgrade system

1.7 Testing and bug fixes Medium 5

2 Farming System 40

2.1 Design plant growth stages and Medium 6


mechanics

2.2 Implement planting system with Medium 6


seeds

2.3 Implement growth stage Medium 6


progression

2.4 Implement seasonal planting Simple 3


restrictions

2.5 Implement harvest system with Medium 5


DropTable

2.6 Implement renewable harvest Simple 3


logic

2.7 Implement watered state tracking Medium 4

2.8 Create plant assets and sprites Medium 4

2.9 Testing and bug fixes Medium 3

3 Tree System 35

3.1 Design tree growth mechanics Complex 8


with probability

3.2 Implement accumulated growth Complex 6


chance system

3.3 Implement dynamic footprint Medium 5


system

3.4 Implement tree chopping and Medium 4


resource gathering

3.5 Implement regrowth system after Medium 4


chopping

3.6 Create tree assets and growth Medium 5


stage sprites

3.7 Testing and bug fixes Medium 3


4 Mining System 25

4.1 Design mineral spawn and Simple 4


respawn mechanics

4.2 Implement mining interaction Medium 5


system

4.3 Implement DropTable integration Simple 3

4.4 Create mineral assets and sprites Medium 6

4.5 Testing and bug fixes Medium 3

4.6 Implement respawn timer system Medium 4

5 Placeable Objects System 30

5.1 Design placeable object Medium 5


architecture

5.2 Implement placement system on Medium 6


map

5.3 Implement Chest with inventory Medium 6


system

5.4 Implement Furniture placement Simple 3

5.5 Implement TV, Fence, Road Medium 5


placeables

5.6 Create placeable assets and Medium 3


sprites

5.7 Testing and bug fixes Medium 2

6 Time Progression System 30

6.1 Design time system architecture Medium 5

6.2 Implement minute/hour/day Medium 5


progression

6.3 Implement season and year Medium 4


system

6.4 Implement priority lanes for Complex 6


DayChanged events

6.5 Implement configurable time scale Simple 2


6.6 Create time-related UI Medium 4
components

6.7 Testing and bug fixes Medium 4

7 Weather System 25

7.1 Design weather system Medium 4


architecture

7.2 Implement season-based weather Medium 5


profiles

7.3 Implement weather probability Medium 5


system

7.4 Implement today/tomorrow Simple 3


weather forecast

7.5 Implement region-specific default Simple 2


weather

7.6 Create weather-related UI Medium 4


components

7.7 Testing and bug fixes Medium 2

8 Map Navigation System 30

8.1 Design region and location system Medium 5

8.2 Implement scene transition Medium 6


system

8.3 Implement async scene loading Medium 5

8.4 Implement SpawnPoint system Medium 4

8.5 Implement player/NPC movement Medium 5


between scenes

8.6 Create map assets and scene Medium 3


setup

8.7 Testing and bug fixes Medium 2

9 NPC Schedule System 40

9.1 Design NPC schedule architecture Complex 8

9.2 Implement daily schedule system Medium 6


9.3 Implement location-based Medium 5
schedule

9.4 Implement special day overrides Medium 5

9.5 Implement weather-based Medium 5


schedule overrides

9.6 Implement NPC movement to Medium 6


scheduled positions

9.7 Create NPC assets and Medium 3


animations

9.8 Testing and bug fixes Medium 2

10 Equipment System 25

10.1 Design equipment system Medium 5


architecture

10.2 Implement equipment slot UI Medium 5


(Helmet, Armor, Pants)

10.3 Implement equipment equipping Medium 5


logic

10.4 Implement durability display Simple 3


system

10.5 Create equipment assets and Medium 5


icons

10.6 Testing and bug fixes Medium 2

11 Save/Load System 35

11.1 Design save data architecture Medium 6

11.2 Implement JSON serialization Medium 5


system

11.3 Implement save game state Medium 6


collection

11.4 Implement load game state Medium 6


restoration

11.5 Implement auto-save on quit Simple 2

11.6 Testing and bug fixes Medium 5


11.7 Save file validation and error Medium 5
handling

12 Player Panel UI 20

12.1 Design player panel layout Simple 3

12.2 Implement portrait display Simple 2

12.3 Implement stats display (HP, ATK, Medium 4


DEF, Speed)

12.4 Implement equipment slots display Medium 4

12.5 Implement info area (Location, Medium 4


Earnings, Time)

12.6 Testing and UI polish Medium 3

13 HUD System 20

13.1 Design HUD layout Simple 3

13.2 Implement Time HUD (Date, Time, Medium 5


Season)

13.3 Implement Player Stats HUD Medium 5

13.4 Implement HUD update system Medium 4

13.5 Testing and UI polish Medium 3

14 Player Progression System 25

14.1 Design player profile system Medium 5

14.2 Implement HP and Energy Medium 4


management

14.3 Implement inventory capacity Medium 4


upgrade

14.4 Implement stats tracking (HP, Medium 5


ATK, DEF, Speed)

14.5 Implement player persistence Medium 4

14.6 Testing and bug fixes Medium 3

15 World Persistence System 30


15.1 Design world object persistence Medium 5
architecture

15.2 Implement item persistence on Medium 5


map

15.3 Implement plant state persistence Medium 5

15.4 Implement tree state persistence Medium 5

15.5 Implement placeable object Medium 5


persistence

15.6 Testing and bug fixes Medium 5

16 Drop System 20

16.1 Design DropTable system Medium 4

16.2 Implement guaranteed drops Simple 3

16.3 Implement random drops with Medium 5


probability

16.4 Implement per-stage drop tables Medium 4

16.5 Testing and bug fixes Medium 4

17 Integration & Polish 60

17.1 System integration testing Complex 10

17.2 Performance optimization Medium 8

17.3 UI/UX polish and refinement Medium 10

17.4 Bug fixing and stability Medium 12


improvements

17.5 Documentation and code cleanup Simple 8

17.6 Final testing and QA Medium 12

4.1.2 Project Objectives

# Testing Test No. of % of Notes


Stage Covera Defects Detect
ge

4.1.3 Project Risks

# Risk Impact Possibilit Respons


Description y e Plans
1 Save/Load Critical - Medium Implement
system fails to Player comprehensi
restore game progress ve save
state correctly, loss, validation,
causing data loss game-breaki extensive
ng bug testing,
backup save
files, rollback
mechanism

2 Performance High - Game Medium Implement


issues with large lag, poor object
number of world user pooling,
objects (trees, experience optimize
plants, items) rendering,
use LOD
system, limit
active objects
per scene

Inventory drag & Medium - High Extensive


3 drop system has Frustrating testing, user
bugs affecting gameplay, feedback
user experience negative sessions,
reviews implement
fallback
mechanisms,
prioritize bug
fixes

Time system and Medium - Medium Design clear


4 weather system Incorrect event priority
integration game state, system,
causes confusing thorough
synchronization gameplay integration
issues testing,
document
dependencie
s

Scene transition High - Game Low Implement


5 system causes crashes, poor proper
memory leaks or stability cleanup, use
crashes async
loading best
practices,
memory
profiling,
extensive
testing

UI layout issues Medium - Medium Test on


6 across different Poor user multiple
screen experience resolutions
resolutions on some early, use
devices responsive
UI design,
implement UI
scaling

4.2 Management Approach


4.2.1 Project Process

●​ Backlog: Prioritized list of all work items (Kanban).


●​ Sprint Planning: Team selects work for the upcoming Sprint (Scrum).
●​ Daily Scrum: Short daily meeting to synchronize activities (Scrum).
●​ Sprint Review: Demonstrate work completed in the Sprint (Scrum).
●​ Sprint Retrospective: Reflect on the Sprint and identify improvements (Scrum).
●​ Develop: Work on tasks in progress (Kanban).
●​ Test: Verify completed work (Kanban).
●​ Deploy: Release work to production (Kanban).
●​ Evaluate: Assess workflow efficiency and results (Kanban).
4.2.2 Quality Management

Lĩnh vực kỹ năng DatLT AnhNL NhatNL HieuDG DucNH


(Competency)

Agile/Project ⬤ ◯ ◯ ◯ ◯
Management

(Backlog, Sprint
Planning)

Game Logic & ⬤ ◐ ◐ ◐ ◐


Programming

(Core Mechanics,
Systems)

Game Art & UI/UX - - - ⬤ ⬤

(2D/3D Assets,
Environment)

Technical ⬤ ⬤ ◐ ◯ ◯
Documentation

(SRS, SDD, Reports)

QA & Testing ◯ ◯ ◯ ⬤ ◯

(Bug Hunting, Playtest)


​ 4.3 Project deliverables

# Code Duration Start Finish Notes

1 Project Code 94 days 12/01/2025 15/04/2025

2 Project Start 0 days 12/01/2025 12/01/2025

3 Initiation (Stage 1) 5 days 12/01/2025 18/01/2025 Week 1

4 Prepare Report 1 5 days 12/01/2025 18/01/2025

5 Deliver Report 1 (Project 0 days 18/01/2025 18/01/2025


Introduction)

6 Meet 5 days 12/01/2025 18/01/2025

7 Evaluate 5 days 12/01/2025 18/01/2025

8 Planning, Requirement & 15 days 19/01/2025 06/02/2025 Week 2-3


Design (Stage 2)

9 Project Planning 5 days 19/01/2025 25/01/2025

10 Prepare Project Plan 5 days 19/01/2025 25/01/2025

11 Deliver Report 2 (Project 0 days 25/01/2025 25/01/2025


Plan)

12 Requirement Analyzing 10 days 19/01/2025 01/02/2025

13 Write SRS 7 days 19/01/2025 27/01/2025

14 Create Technical 10 days 19/01/2025 01/02/2025


Prototype

15 Self-Study, Research on 10 days 19/01/2025 01/02/2025


technology

16 Update Project Plan 2 days 27/01/2025 29/01/2025

17 Deliver Report 3 1 day 29/01/2025 30/01/2025

18 Evaluate 10 days 19/01/2025 01/02/2025

19 Software Designing & 10 days 07/02/2025 20/02/2025 Week 4-5


Asset Design (Stage 3)
20 Write SDS 7 days 07/02/2025 15/02/2025

21 Design Core Systems 10 days 07/02/2025 20/02/2025


Architecture

22 Create UI/UX Mockups 10 days 07/02/2025 20/02/2025

23 Design Asset 10 days 07/02/2025 20/02/2025


Requirements

24 Update Project Plan 2 days 15/02/2025 17/02/2025

25 Deliver Report 4 1 day 17/02/2025 18/02/2025

26 Evaluate 10 days 07/02/2025 20/02/2025

27 Development Iteration 1 15 days 21/02/2025 11/03/2025 Week 6-7


(Stage 4)

28 Code Iteration 1 (Core 15 days 21/02/2025 11/03/2025


Systems)

29 Update SRS & SDS 5 days 21/02/2025 27/02/2025


(Iteration 1)

30 Create Test Cases 5 days 28/02/2025 06/03/2025


(Iteration 1)

31 Implement: Inventory, 15 days 21/02/2025 11/03/2025


Time, Weather Systems

32 Complete Software 1 day 10/03/2025 11/03/2025


Package 1

33 Development Iteration 2 15 days 12/03/2025 01/04/2025 Week 8-9


(Stage 5)

34 Code Iteration 2 (World 15 days 12/03/2025 01/04/2025


Objects)

35 Update SRS & SDS 5 days 12/03/2025 18/03/2025


(Iteration 2)

36 Create Test Cases 5 days 19/03/2025 25/03/2025


(Iteration 2)

37 Implement: Farming, 15 days 12/03/2025 01/04/2025


Tree, Mining, Placeable
Systems

38 Complete Software 1 day 31/03/2025 01/04/2025


Package 2
39 Development Iteration 3 10 days 02/04/2025 15/04/2025 Week 10
(Stage 6)

40 Code Iteration 3 10 days 02/04/2025 15/04/2025


(Integration & Polish)

41 Update SRS & SDS 5 days 02/04/2025 08/04/2025


(Iteration 3)

42 Create Test Cases 5 days 09/04/2025 15/04/2025


(Iteration 3)

43 Implement: NPC 10 days 02/04/2025 15/04/2025


Schedule, Save/Load, UI
Systems

44 Complete Software 1 day 14/04/2025 15/04/2025


Package 3

45 Testing & Finalization 10 days 02/04/2025 15/04/2025 Week 10


(Stage 7)

46 Optimize/Refactor codes 5 days 02/04/2025 08/04/2025

47 System Integration 10 days 02/04/2025 15/04/2025


Testing

48 Fix Bugs 10 days 02/04/2025 15/04/2025

49 Performance 5 days 09/04/2025 15/04/2025


Optimization

50 Deliver Report 5 1 day 14/04/2025 15/04/2025

51 Evaluate 10 days 02/04/2025 15/04/2025

52 Documentation & 10 days 02/04/2025 15/04/2025 Week 10


Deployment (Stage 8)

53 Update Project 10 days 02/04/2025 15/04/2025


Documents

54 Complete Full Software 2 days 13/04/2025 15/04/2025


Package

55 Test them all 10 days 02/04/2025 15/04/2025

56 User Guides 10 days 02/04/2025 15/04/2025 Week 10

57 Prepare User Guides 2 days 02/04/2025 04/04/2025

58 Deliver Report 6 10 days 02/04/2025 15/04/2025


59 Prepare Final Project 5 days 10/04/2025 15/04/2025
Report

60 Prepare Thesis 5 days 10/04/2025 15/04/2025


Presentation

61 Deliver Report 7 1 day 15/04/2025 15/04/2025

​ 4.4 Responsibility Assignments

​ 4.5 Project Communation



Communicatio Who/ Target Purpose When, Type, Tool,
n Item Frequency Method(s)

Google Meet DatLT, AnhNL, Training Week 1 Google Meet


NhatNL, information
HieuDG, project
DucNH

Plan game DatLT, AnhNL, Share task Week 2 C#, Unity, Git
NhatNL,
HieuDG,
DucNH

Code offline DatLT, AnhNL, Full task game Week 3 - 10 C#, Unity, Git
NhatNL,
HieuDG,
DucNH

Asset game DucNH Full asset Week 3 - 8 Procreate,


game Remove
background,
Aseprite

Effect game DatLT Full effect Week 3 - 8 Visual Effects


game Graph Unity,
Particle
System

​ 4.6 Configuration Management



4.6.1 Document Management

●​ Use Microsoft Word 2016: Write report 1-7.


●​ UML 2.0: Draw context diagram, flow screen, use cases diagram, sequence
diagram, class diagram.
●​ Document online: Google sheets.

​ 4.6.2 Source Code Management

●​ Use Unity 2022.3.62f2: code game.


●​ Visual studio 2022: code game.
●​ SQL Server: design database.
●​ Git, Github, Gitdesktop: Code storage.

​ 4.6.3 Tools & Infrastructures


Category Tools / Infrastructures

Technology C#

IDEs/Editors Visual Studio 2022, Unity Hub, Remove


Background

Diagramming StarUML

Documentation Ms. Word, Google Sheets

Version Control GitHub, Git, Git Desktop

Project management GitHub (Tasks, Defects)

5. Software Requirement Specification


5.1 Product Overview
​ Meadowlight is an indie game project that uniquely blends the Farming
Simulation and Survival RPG genres. While it adopts the charming aesthetic of classic
farming games, it introduces a hardcore twist: Permadeath.

Players are transported to a mysterious land where they must build a farm, craft tools,
and manage resources to stay alive. Unlike traditional relaxing sims, the core gameplay
revolves around a High Risk – High Reward system. Players must venture into
dangerous zones to gather rare materials; however, if the character dies, all progress is
lost. This forces players to constantly balance between economic expansion (farming)
and physical survival (combat and hunger management).

5.2 User Requirements

5.2.1 Actors

# Actor Description

1 Player God of game ~ Slave

​ 5.2.2 Use Cases


[Link] Diagram(s)
Link [Link]
Figure 3. Overview use cases
​ [Link] Descriptions

​ 5.2.3 Functional Requirements


​ [Link] System Functional Overview
​ [Link].1 Screen Flow
​ [Link].2 Screen Descriptions
# Feature (Use Case) Screen Description

I. Main Menu System

1. Start New Game Main Menu Initialize a new game session with
Screen default data and load the starting
scene.

2. Load Game Main Menu Load a previously saved game session


Screen and restore player progress/location.

3. Open Settings Main Menu Access audio, graphics, and control


Screen configuration options.

4. Quit Game Main Menu Close the application and return to the
Screen desktop.

II. Gameplay HUD &


Controls

5. View Player Status HUD Monitor real-time Health and Stamina


values via status bars.

6. Check Time HUD View the current in-game time and day
to manage daily tasks.

7. Select Quick Slot HUD Switch between equipped tools or items


in the hotbar (Keys 1-9).

8. Open Game Menu HUD Press 'I' to pause gameplay and open
the management menu
(Inventory/Book).

III. Farming & Nature


(Farm Scene)

9. Hoe Ground Farm Use the Hoe tool to till soil, creating a
Scene plantable area.

10. Plant Seed Farm Place seeds from inventory onto tilled
Scene soil to start crop growth.
11. Water Crop Farm Use the Watering Can to water crops,
Scene advancing their growth stage for the
day.

12. Harvest Crop Farm Collect fully grown crops from the field.
Scene

13. Clear Debris Farm Use Axe/Pickaxe to remove logs,


Scene stones, or weeds from the land.

14. Place Construction Farm Place furniture, scarecrows, or


Scene machines (e.g., Mayonnaise Machine)
on the ground.

IV. Animal Husbandry


(Farm/Barn)

15. Feed Animal Barn / Coop Place fodder in the feeding trough for
animals to consume.

16. Pet Animal Barn / Coop Interact with an animal to increase


friendship points (Love status).

17. Collect Egg Coop Pick up eggs laid by chickens on the


coop floor.

18. Milk Cow Barn Use the Milker tool to collect milk from
cows.

19. Shear Sheep Barn Use Shears to collect wool from sheep.

V. Inventory
Management

20. View Backpack Inventory Check all items currently carried by the
UI player.

21. Move Item Inventory Drag and drop an item from one slot to
UI another to organize.

22. Split Stack Inventory Separate a stack of items into two


UI smaller stacks.
23. Trash Item Inventory Permanently delete an item to free up
UI inventory space.

24. Equip Tool/Armor Inventory Place an item into an equipment slot to


UI gain its stats or abilities.

VI. Commerce &


Economy

25. Buy Item Shop UI Purchase items or seeds from a vendor


using Gold.

26. Sell Item (Direct) Shop UI Sell items directly to a vendor for
immediate Gold.

27. Ship Item Shipping Deposit items into the shipping bin for
Box UI overnight sale.

28. View Shipping Value Shipping Check the estimated Gold value of
Box UI items currently in the bin.

VII. Progression &


Knowledge (Player
Book)

29. View Stats Player Info Check current Level, XP, Reputation,
Tab and Titles.

30. Check Active Buffs Player Info View details and duration of currently
Tab active status effects.

31. View Recipes Crafting Browse unlocked crafting recipes and


Tab their requirements.

32. Craft Item Crafting Combine materials to create a new item


Tab (Tool, Furniture, Material).

33. Track active Quest Quest Log View the objectives and deadline of
Tab currently accepted quests.

34. Check NPC Friendship Social Tab View list of NPCs and current heart
levels (friendship status).

VIII. Social & Interaction


35. Accept Quest Quest Select a new quest from the public
Board UI notice board.

36. Talk to NPC Dialog UI Initiate conversation with an NPC (Daily


interaction bonus).

37. Gift NPC Dialog UI / Give an item to an NPC to increase


World friendship (Weekly limit applies).

38. Store Item Chest UI Transfer items from Backpack to a


storage Chest.

39. Retrieve Item Chest UI Transfer items from a storage Chest


back to Backpack.

40. Cook Food Cooking Select ingredients to cook a meal with


Pot UI buff effects.

​ [Link].3 Entity Relationship Diagram

​ [Link] Game Screen


​ [Link].1 Main Menu Play Game Screen
​ ​ Function Trigger: When the player starts the game will switch to the main
game screen
​ ​ Function Description:
●​ Actors: Player
●​ Purpose: First screen to be displayed when player enter the game
​ ​ Game Screen Layout

Layout Type Description

“New Game” Button Create a new game

“Load Game” Button Load game saved data

“Setting” Button
[Link].2 Main Menu Play Game Screen

[Link].3 Main Menu Play Game Screen


​ [Link].4 Main Menu Play Game Screen
[Link].5 Main Menu Play Game Screen

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