TELKOM
NIKA Indonesia
n
Journal of
Electrical En
gineering
Vol.12, No.5, May 2014, pp
. 4018 ~ 40
2
3
DOI: http://dx.doi.org/10.11591/telkomni
ka.v12i5.4664
4018
Re
cei
v
ed O
c
t
ober 2
4
, 201
3; Revi
se
d Decem
b
e
r
25, 2013; Accept
ed Ja
nua
ry 1
5
, 2014
Evaluations of Design Patterns for a Role-Playing Game
Jung-Hu
a Lo
*, Chi-Shain
Yeh
Dep
a
rtment of Appl
ied Inform
atics, F
o
Guang Univ
ersit
y
,
No.160, Lin
w
ei Rd., Jiaosi, Yilan Count
y
26247, T
a
iw
an (R.O.C.)/(886 3)-9871000
*Corres
p
o
ndi
n
g
author, e-ma
i
l
: jhlo@m
ail.fg
u.edu.t
w
A
b
st
r
a
ct
With the rapi
d
of the dep
lo
yme
n
t of co
mput
er syste
m
s, peo
ple i
n
th
e moder
n soc
i
ety are
increasingly
dependent on the har
dware and
software system
s. When
the dem
a
nd for c
o
m
p
uter systems
incre
a
ses, the
possi
bil
i
ty of crises fro
m
co
mputer fai
l
ur
e
w
i
l
l
als
o
incr
eas
e. T
herefore, i
n
order to
ach
i
ev
e
a
desir
ed lev
e
l of
qual
ity, the experi
enc
e
d
softw
are team
mu
st have a bette
r desig
n metho
d
to establis
h th
e
system
. That
is, it is very important to c
h
oose a be
tter
approach that c
an be
applicable to
develop the
compl
e
x software syste
m
. The exper
ie
nced
desi
gners w
ill r
e
cord the
desi
gn pro
b
l
e
ms w
h
ich they fe
lt har
d
to solve or the
y
took muc
h
time to solv
e. W
hen they
me
et the simi
lar p
r
obl
ems l
a
ter, they w
ould refe
r to
the rec
o
rd. D
e
sign
patterns
a
r
e pro
duc
ed fr
om the r
e
cor
d
. T
h
is Pa
per
ai
ms
at exp
l
ai
ni
n
g
h
o
w
to ap
ply
the
desi
gn
pattern
s in th
e g
a
m
e
framew
ork thr
o
ugh
a si
mple
exa
m
p
l
e
by ta
king th
e R
o
l
e
Playi
ng Ga
me
as
exa
m
p
l
e an
d
add
ing
desi
gn
patterns; it als
o
tries
to mak
e
a jud
g
m
e
n
t w
hether the s
o
ftw
are quality
has
bee
n i
m
prov
ed
by using th
e o
b
ject-ori
ente
d
softw
are qua
lit
y mod
e
l to test
the softw
are quality of the R
o
le
Playi
ng Ga
me
w
i
thout the des
ign p
a
ttern
s an
d that w
i
th the dei
gn p
a
tterns.
Ke
y
w
ords
:
desi
gn
pattern,
role-
p
lay
i
n
g
game (RPG), quality
model for
obj
ect-orie
nte
d
des
ig
n (QMOOD),
softw
are qualit
y meas
ure
m
en
tr
Copy
right
©
2014 In
stitu
t
e o
f
Ad
van
ced
En
g
i
n
eerin
g and
Scien
ce. All
rig
h
t
s reser
ve
d
.
1. Introduc
tion
As the softwa
r
e ind
u
stry g
r
adually be
co
mes ma
tu
re,
softwa
r
e q
ual
ity is regarde
d as the
life of a
software
enterpri
s
e. Software
quality
assessment
is
an im
porta
nt issue
for m
o
st
system
s. It can be viewed
as a po
we
rful stand
ard
a
bout qua
ntifying
to what ex
tent a system
or
softwa
r
e
po
sse
s
ses de
sira
ble
cha
r
a
c
teri
stics. It also g
i
ve us a
confi
den
ce
about t
he
corre
c
tne
s
s
of a given software
syste
m
throug
h q
ualitative
or quantitative mean
s or a
mix of both.
As a
result, software qu
ality measurement
is an esse
nt
ial ingre
d
ie
nt in custom
er sati
sfactio
n
. A
numbe
r
of so
ftware quality
asse
ssment model
s
h
a
ve
been
develo
p
ed to eval
uat
e the q
uality of
a software
system. A co
mmon
app
ro
ach
for
asse
ssi
ng Softwa
r
e q
uality is by choo
sin
g
a
desi
r
abl
e
cha
r
acte
ri
stic
an
d then
u
s
ing
a set of
me
a
s
urabl
e attri
but
es th
e
existe
nce
of
whi
c
h
i
n
a
piece of soft
ware or
syst
em tend to be co
rrel
ated
and asso
ci
ated with thi
s
ch
aracte
ristic.
Software fail
ure i
s
simila
r to hardwa
r
e failu
re
sin
c
e both
ca
n
be de
scribe
d by prob
abi
lity
distrib
u
tion
s. Ho
wever, software fault
s
are ha
rd
e
r
to
visualize, de
tect, and co
rrect, comp
ari
n
g
with the
ha
rd
ware'
s
p
h
ysi
c
al faults.
Sin
c
e
software i
s
e
m
be
dded
in eve
r
ything
and
pe
rmeat
es
our
daily life, the co
rrect p
e
rform
a
n
c
e o
f
softwa
r
e
system
s be
com
e
s a
n
imp
o
rta
n
t issue of m
a
n
y
critical sy
ste
m
s. The
r
efo
r
e, in ord
e
r t
o
ac
hieve a
desi
r
ed l
e
vel of quality, the experi
e
nce
d
softwa
r
e te
a
m
mu
st have
a bette
r de
sign meth
od t
o
e
s
tablish t
he
system. T
hat is, it i
s
v
e
ry
importa
nt to
cho
o
se a better app
roa
c
h
that can be a
pplicable to d
e
velop the co
mplex softwa
r
e
system.
The experie
nced desi
gne
rs will
record
the
d
e
sig
n
pro
b
le
ms which th
e
y
felt hard to solve
or th
ey too
k
much
time t
o
solve.
Whe
n
t
hey me
et the
simil
a
r
probl
ems later,
the
y
woul
d
refer
to
the re
cord. De
sign p
a
tterns
are
pro
d
u
ce
d from th
e re
cord. De
sign p
a
ttern
s origin
ate fro
m
Archite
c
ture [1] and the re
sea
r
ch a
c
hie
v
ements of E
.
Gamma an
d other th
ree
people
are
most
famous an
d
widely u
s
e
d
. E. Gamma a
nd othe
r th
re
e peo
ple m
e
n
t
ioned in t
heir wo
rks that it
wa
s
difficult to d
e
s
ign
obje
c
t-oriented
pro
g
ra
m and
mo
re
difficult to ma
ke it
reu
s
a
b
l
e
; engi
nee
rs
all
kne
w
that
using de
sig
n
p
a
tterns could
improv
e
the
software
qu
ality and u
s
i
ng unifo
rm f
o
rm,
writing p
a
ttern and lang
ua
ge to descri
b
e the past de
sign exp
e
rie
n
ce a
s
de
sign
patterns
cou
l
d
benefit desi
g
ners’ com
m
u
n
icatio
n and
unde
rsta
ndin
g
, thus peopl
e could
redu
ce the co
st for
desi
gning
an
d maintai
n
ing
the softwa
r
e
[3-5]. Thi
s
pa
per ta
ke
s th
e
Role
-Playing
Game
,
RPG a
s
the research
example to desig
n two ga
me versio
ns
.
One is the ini
t
ial version wi
thout the desi
gn
Evaluation Warning : The document was created with Spire.PDF for Python.
TELKOM
NIKA
ISSN:
2302-4
046
Evaluatio
ns o
f
Desig
n
Pattern
s for a Rol
e
-Pla
ying G
a
m
e
(Jung
-Hu
a
Lo)
4019
pattern
s, the
other
one i
s
t
he imp
r
oved
versio
n wh
ich
improve
s
the
imperfe
ct p
r
o
g
ram
de
sign
by
referring to t
he obje
c
t-ori
ented d
e
sig
n
i
ng pri
n
ci
ple
s
. Our im
prove
m
ent strateg
y
, based o
n
the
desi
gn p
a
tterns, imp
r
ove
s
the impe
rfect
desi
gn to
p
r
o
duce the
cont
rast ve
rsi
on,
and finally u
s
es
the Qu
ality Model fo
r Ob
ject-Orie
n
ted
De
sign
,
QM
OOD) [6] to
measure the
comp
ari
ng re
sults
of the two versio
ns; it use
s
the practi
ca
l data
to prov
e that usin
g desi
gn patte
rns can imp
r
o
v
e
the softwa
r
e
quality.
The organi
za
tion of this paper is a
s
follo
ws. Section
2 pre
s
ent
s a
n
overview
of
several
cla
ssi
cal d
e
si
gn patterns t
hat ca
n be a
pplied to thi
s
RPG softwa
r
e develop
me
nt. Furthermo
re,
we
also describe i
n
detail how
systems
of
the above m
e
thods are utilized to validate
the
prop
osed a
p
p
r
oa
ch. Th
e q
uantitative valuation of
wo versio
ns of
these RPG soft
ware
pa
ckag
es
are di
scusse
d in Section 3
.
Conclu
sio
n
s
are p
r
e
s
e
n
ted in Section
5.
2. Methodol
og
y
2.1. Class Di
agram for
A Role-Play
i
ng Game
Role
-playin
g
Game
is one
kin
d
of
gam
e wh
ich in
clu
des mou
n
tain
s of
gam
e
co
ntents,
storie
s an
d p
l
aying prin
cip
l
es. In this ki
nd of gam
e, the player m
u
st play a rol
e
in the setting
story. The
rol
e
is produ
ce
s according to
the gam
e
story and
relev
ant nume
r
ical
values li
ke li
fe
value, physi
cal strength, i
n
telligen
ce
a
nd respon
se
rate. Th
ere
are fo
ur
assembli
es in t
h
is
resea
r
ch exa
m
ple in
cludin
g
player a
s
se
mbly
, the enemy assembl
y
, the map assembly and
the
fighting asse
mbly. All the
assembly category fr
am
es
of the game a
r
e sh
own in F
i
gure 1.
Figure 1. Effects of Sele
cting Differe
nt Switchi
ng un
de
r Dynami
c
Co
ndition
Duri
ng the g
a
me process,
the main pro
g
ram
cont
rol
s
the cha
ngin
g
-ove
r of the frame
s
,
the wo
rking ti
ming of the
a
s
semblie
s
an
d the
star
ting
and ove
r
of t
he ga
me; the
intera
ction
s
and
the be
haviors of
the
role
s in
ea
ch
a
s
sembly
are
co
ntroll
ed
b
y
each a
s
se
mbly. The
m
a
in
prog
ram i
s
al
most an inte
rmedia
r
y whi
c
h provid
es th
e wo
rki
ng pla
tform for the
assembli
es. I
n
the map fra
m
e, the fram
e on the
sce
nery will
c
h
a
nge fro
m
the
overloo
k
in
g
map fram
e t
o
the
hori
z
ontal fig
h
ting frame,
at the same t
i
me, the
life values of the
player an
d the enemy
wil
l
be
listed;
when
the playe
r
o
r
the en
emy
acts, th
ere
will appe
ar wo
rds expl
ai
nin
g
what they
are
doing; until o
ne role’
s
life value is 0, the
game is ove
r
.
2.2. Template Metho
d
De
sign Pattern
In the
Role
-P
laying g
a
me,
sometim
e
s b
e
ca
use of th
e ne
ed
of the
plot, the
r
e
are many
role
s that
hav
e mo
st comm
on attrib
utes
and m
e
thod
s and
on
e o
r
t
w
o
differen
c
e
s
, so the
r
e
are
many re
peati
ng p
r
og
ram
code
s. If we
n
eed to
m
odify
one co
mmon
attribute or method, we n
eed
Evaluation Warning : The document was created with Spire.PDF for Python.
ISSN: 23
02-4
046
TELKOM
NI
KA
Vol. 12, No. 5, May 2014: 4018 – 40
23
4020
to modify all the attribute
s
and the meth
ods co
rre
s
po
nding to this prog
ram
cod
e
. For examp
l
e,
we can
p
r
o
d
u
c
e
a new cat
egory calle
d
Gam
e
Obje
ct
, the player
a
nd the e
nem
y have the same
attributes
so t
hey can i
nhe
rit the attributes and th
e me
thods of
Ga
me
O
b
jec
t
; as
t
o
the role, they
just nee
d to define the uniq
ue attribute
s
and metho
d
s,
as sh
own in Figure 2.
After usi
ng thi
s
tem
p
late m
e
thod
pattern
, each time
we ad
d a
ne
w
role, we d
on’t
need
to
prog
ram the
same p
r
o
g
ra
m as the ne
w role, which inherit
s the
Gam
e
Obje
ct
, only need
its
uniqu
e attribu
t
es and m
e
th
ods. Thi
s
met
hod not o
n
ly increa
se
s the
reu
s
e of the
prog
ram
co
d
e
,
but also be
ne
fits the expansion of
the sy
stem as
we o
n
ly need to do some
small
corre
c
tion. In
addition,
whe
n
we m
odify the commo
n attributes
and
the method
s, we only ne
e
d
to modify the
Gam
e
Obje
ct
instea
d of
modifying all
the role
s, su
ch im
provi
ng the
syste
m
’s m
a
intain
in
g
attribute.
Figure 2.
Ga
m
e
Object
Template Method Pattern
2.3. Strate
g
y
Design Pattern
Figure 3. Strategy Desi
gn
Pattern
In the
Role
-pl
a
ying ga
me,
each role
ha
s many u
n
iqu
e
actio
n
s. F
o
r
example, the
attack
from the
play
er
ca
n redu
ce the life
val
ue of th
e e
n
e
m
y by multipl
y
ing a
c
cordi
n
g to its
stren
g
th
Evaluation Warning : The document was created with Spire.PDF for Python.
TELKOM
NIKA
ISSN:
2302-4
046
Evaluatio
ns o
f
Desig
n
Pattern
s for a Rol
e
-Pla
ying G
a
m
e
(Jung
-Hu
a
Lo)
4021
while atta
cks from differe
n
t
enemie
s are differen
t. So we n
eed to
desig
n the p
r
og
ram
cod
e
for
each role’
s
a
c
tion
s. Ho
we
ver, after usin
g the
templat
e
method patt
e
rn, thoug
h we have re
solv
ed
the pro
b
lem
of the repe
ated progr
am code
s, whe
n
we me
et man
y
different act
i
ons, we nee
d to
prod
uce m
a
n
y
inherit
refe
rence
categ
o
ri
es,
so
th
ere will
b
e
compl
e
x
cate
gory
asso
ciation
a
nd
difficulty in
maintaining. Cons
id
erin
g this, we put
forwa
r
d the
solving pro
b
lem for Strategy
Pattern, i.e. classifying the
categ
o
rie
s
. F
o
r exa
m
pl
e, classifying
the attack
s from
players a
n
d t
h
e
enemie
s, d
e
fining a
nd
na
ming them,
and give
the
m
po
rts fo
r
external
com
b
ination, li
ke
the
attack from
t
he pl
ayer or
the en
emy,
and what action
they will
do. As
shown
in Figure 3, t
he
player role
i
n
herits
Gam
e
Obje
ct
, c
h
oos
es
th
e
PlayerBehav
i
or
, a
nd de
sig
n
th
at ca
rrying
o
u
t th
e
playerAttack i
n
the play a
c
tions i
s
its
o
w
n a
c
ti
on
me
thod. After u
s
ing the
strate
gy pattern
s, the
newly a
dded
action m
e
tho
d
s
whi
c
h mo
dify the role
will not affe
ct the role’
s
p
r
ogra
m
code
an
d
will
not produce rep
eated
program
code. In addition,
new ro
les
wil
l
be
produced by changing
or
combi
n
ing th
e action meth
ods of the roles.
2.4. Factory
Metho
d
De
sign Pattern
In the
Role
-p
laying ga
me,
there
a
r
e in
teractio
n a
m
ong
role
s,
so
metimes in t
h
e ma
p
frame, and sometime
s in the fighting frame, all the
s
e dep
e
nd o
n
the story p
l
ot setting. The
system de
cid
i
ng the app
e
a
ring of the
role
s is
controlled by the main gam
e prog
ram
cod
e
s.
Once the
me
thod for buil
d
ing
a role
chang
es, it
i
s
ne
ce
ssary
rech
eck
and
modify the m
a
in
program.
However,
if we
modify it very
often,
the mi
stake opport
unity
will i
m
prove. So we
put
forwa
r
d Fa
ct
ory Method Pattern to solv
e this probl
e
m as sh
own i
n
Figure 4. For example, if we
need
to
build
ene
mie
s
in
the fightin
g frame,
we
ca
n
use
En
em
yF
actory
to
c
r
eate enemy
roles
.
As to whi
c
h
enemy role
s we
will crea
te, we can refer to
Enemy
F
ac
tory
inheriting
category
according
to
the re
ality. Then the
mai
n
program
will not nee
d t
o
be m
o
difie
d
often a
s
it
is
affected by th
e increa
se
d role cate
go
rie
s
and th
e
re
spon
sibility bu
rden
of the main program
will
be red
u
ced.
Figure 4. Factory Method
Pattern
2.5. Qualit
y
Model for Ob
ject Orien
t
e
d
Design
Red
u
ci
ng of
the produ
ctio
n expen
se
s i
s
on
e of th
e
software
en
ginee
ring
ai
ms. So,
many metho
d
and
meth
o
dology
su
ch
as
obje
c
t-o
r
ie
nted, compo
nent-o
rie
n
ted
,
asp
e
ct-ori
e
n
ted,
and
servi
c
e
-
oriente
d
a
r
e
prefe
rre
d for devel
opin
g
software
engin
eeri
ng
[7]. The ke
y
measurement
point of the software
qualit
y with tradi
tio
n
al structu
r
al
desi
gn is th
e prog
ram
co
d
e
.
So
me
me
as
ur
e
m
en
t o
f
the q
u
a
lity ha
s
so
me
th
in
g to
do
w
i
th th
e le
ng
th
o
f
the
pr
og
r
a
m co
d
e
an
d
the pro
g
ram
gramm
a
r, a
n
d
is n
o
t suita
b
le for
softwa
r
e de
sig
ned
a
c
cordi
ng to th
e obje
c
t-o
r
ien
t
ed
softwa
r
e
de
si
gning
ide
a
s [8]. For exam
ple, if we
ch
o
o
se
the
attrib
ute a
s
soci
ate
d
with
po
rtabi
lity,
we
nee
d to
compute
the
n
u
mbe
r
of
targ
et-dep
end
ent
statem
ents i
n
a
program.
More
p
r
e
c
isel
y,
these
mea
s
u
r
able
attrib
utes
are
the "
h
ows" that
nee
d
to
b
e
en
fo
r
c
e
d
to e
nab
le
th
e "w
ha
ts
" in
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ISSN: 23
02-4
046
TELKOM
NI
KA
Vol. 12, No. 5, May 2014: 4018 – 40
23
4022
the softwa
r
e
quality definition. The fun
damental
obj
ective of this measure
m
e
n
t is to add
ress
some of the
well kn
own h
u
man bia
s
e
s
that can adv
e
r
sely affect th
e delivery an
d perceptio
n of
a
softwa
r
e dev
elopme
n
t pro
j
ect. Chid
am
ber an
d Ke
mere
r [9] put forward C&
K measu
r
em
ent
whi
c
h mainly
measu
r
e
s
th
e compl
e
xity and the inh
e
riting relatio
n
of the object. Bansiya a
n
d
other pe
ople
referred to Dromey [10, 11]’s t
heory an
d put forwa
r
d
QMOOD (Q
uality Model for
Obje
ct-O
rient
ed De
sign
)
obje
c
t-o
r
iente
d
desi
gn qu
ality model. They com
b
in
ed the obje
c
t-
oriente
d
qual
ity measure
m
ent and the
desig
n ch
aracters, and t
hen refe
rred
to the softwa
r
e’s
quality attrib
utes. Ou
r re
sea
r
ch put f
o
rward a st
ratum model
who
s
e d
e
si
g
n
cha
r
a
c
ters are
relating
to th
e mea
s
u
r
em
ent by u
s
in
g
Dro
m
ey’s
the
o
ry an
d the
referen
c
e
defi
n
itions of th
e 6
quality attribu
t
es of ISO91
26. Finally we get t
he
sof
t
ware
attribut
es q
uality by pulsi
ng
seve
ral
desi
gn chara
c
ters. Detail
s
are sho
w
n in
Table 1.
Table 1. Expression
s for Calcul
ating the
Software Qu
ality Attributes Mea
s
u
r
eme
n
t
Qualit
y
Attribut
e
Index C
o
mputati
on Equation
Reusability
-0.25*Cou
p
ling + 0.25*Cohesion
+ 0.5*Messaging + 0.5*Design Size
Flex
ibility
0.25*Encapsulation - 0.25*C
oupli
ng + 0.5*Compo
s
ition + 0.5*Poly
morphism
Functionality
0.12*Cohesion +
0.22*Pol
y
mor
phism + 0.
22Messaging + 0.22*Design Size + 0.22*Hierarchies
Ex
tendibility
0.5*Abstraction – 0.5 *Coupling +
0.5*Inheritance +
0.5*Pol
y
morp
hism
Effectiveness
0.2*Abstraction + 0.2*
Encapsulation + 0.2*Compo
s
ition + 0.2Inheritance + 0.2*Pol
y
morphism
3. Comparis
on and Re
su
lts
In the practi
cal pro
c
e
s
s, we use two
ga
me so
ft
ware
vers
ions
, one ve
rsion is the initial
versio
n (RPG
1.0) which do
es not u
s
e th
e desi
gn
patt
e
rn
s, and the
other versio
n
(RPG
2.0) i
s
the
improve
d
on
e
whi
c
h
ha
s i
m
prove
d
the
prog
ram
de
si
gn a
c
cording
to the
obje
c
t-ori
ented
de
si
gn
prin
ciple
s
. T
he compa
r
in
g re
sult of t
he mea
s
u
r
e
m
ent of the
model d
e
si
g
ned a
c
cordin
g to
QMOO
D obj
ect-o
r
ie
nted quality model
sho
w
n in Ta
ble 2. From the quality of the Role
-play
i
ng
game
with d
e
sig
n
pattern
s an
d that wi
thout the
de
sign patterns,
as
sho
w
n in
Figure 5, after
usin
g the design pattern
s, many quality attributes
h
a
ve been imp
r
o
v
ed, espe
ciall
y
the reusa
b
il
ity
and th
e exte
ndibility. In th
e re
usability
we
use t
he
strategy patte
rns
and
the t
e
mple
patterns.
The strategy
patterns a
d
d
ing many
cha
nge
abl
e
assembli
es i
n
the syste
m
improve the
reusability of
the sy
stem
assembli
es.
The temp
l
a
te patterns m
a
ke the assembly be able to
inherit the fa
ther-cate
gory
assembly a
nd to
be reu
s
ed th
rou
gh
the method
of repla
c
in
g the
father-cate
g
o
r
y assembly.
In addition, a
s
to impr
ovin
g the extendi
bility, as
the strategy p
a
tterns
define the
wh
ole group’
s m
e
thod g
r
ou
p,
provide othe
r use
r
s with
sui
t
able po
rts fo
r developm
ent
,
if the sy
stem
nee
ds
ne
w
method
s, p
r
o
v
ided it ma
t
c
hes the d
e
fin
i
tion, it can
a
dd a
cate
go
ry o
f
special method through the port; so
the convenie
nce of extendibility is improved greatly.
Thro
ugh
com
p
lete p
a
ttern,
wh
en the
ne
wly ad
ded
assembli
es hav
e the
com
m
o
n
fun
c
tion
s,
we
only need to
add the uni
qu
e function of the assem
b
ly.
Figure 5. Co
mpari
s
o
n
of the De
sig
n
Pattern Quality Attributes
1.
3
7
◇
1
.
01
8X
1.
164
△
1.
361
□
1.
138
○
1.
00
0
1.
20
0
1.
40
0
RP
G1
.0
RP
G1
.1
R
P
G
Ver
s
i
ons
C
o
m
p
u
t
e
d
Q
u
a
lit
y
A
t
t
r
ib
u
t
e
s
Re
u
s
a
b
i
l
i
t
y
F
l
e
x
i
b
ili
ty
F
unc
t
i
ona
l
i
t
y
E
x
t
e
ndi
bi
l
i
t
y
E
f
f
e
ct
i
v
en
es
s
Evaluation Warning : The document was created with Spire.PDF for Python.
TELKOM
NIKA
ISSN:
2302-4
046
Evaluatio
ns o
f
Desig
n
Pattern
s for a Rol
e
-Pla
ying G
a
m
e
(Jung
-Hu
a
Lo)
4023
Table 2. Co
m
pari
s
on of the
Formal Me
asurem
ent Valu
es of Two RP
G Software V
e
rsi
o
n
s
Metric
Design
Propert
y
RPG1.0
RPG2.0
DSC Design
Size
1
1.667
NOH
Hierarchies
1
0.937
ANA Abstraction
1
1.654
DAM Encapsulation
1
1
DCC
Coupling
1
1
CAM Cohesion
1
1
MOA
Composition
1
0.968
MFA Inheritance
1
1.001
NOP
Poly
m
o
rphism
1
1.067
CIS Messaging
1
1.073
NOM
Complexit
y
1
1.023
4. Conclusio
n
From the re
sult of this research we can
k
now that a
pplying de
sig
n
pattern in the Role
-
playing gam
e can effici
e
n
tly improve the softw
a
r
e
quality, esp
e
cially the re
usa
b
ility and the
extendibility. The fun
c
tiona
l ability, the effectivenes
s
and the
ela
s
ticity are n
o
t g
r
eatly improved
in this
re
sea
r
ch. Mayb
e thi
s
i
s
be
ca
use
the fun
c
tion d
e
mand
of the
system
is
no
t so g
r
e
a
t, an
d
the de
sig
n
p
a
ttern d
o
e
s
n
o
t ch
ang
e th
em very m
u
ch. If we
enl
a
r
ge th
e
syste
m
, or m
odify
the
desi
gn pattern more
often, the
expressi
on in the quality will be
m
o
re obvious. However,
if we
use
the i
m
proper de
sig
n
or
overu
s
e
the d
e
si
gn
p
a
ttern, whi
c
h
ca
uses
the
increa
se of
t
he
cou
p
ling rate and difficulty of readin
g
, the quality of the softwa
r
e m
a
y be decrea
s
ed.
Ackn
o
w
l
e
dg
ements
This re
se
arch was supp
o
r
ted
by the
Nati
onal S
c
ien
c
e
Co
un
cil, T
a
iwa
n
, R.O.
C., unde
r
NSC 10
0-222
1-E-4
3
1
-
00
2-.
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x
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nder C, I
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hika
w
a
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v
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