# Project Ilmatar Tech Specs Doc by Hawke Robinson This is a snapshot of the BCI RPG "Project Ilmatar" project technical specifications document. This snapshot was from the October 1st, 2023 revision. This will be updated periodically as resources allow. This will need major cleaning up to fit within the .md format properly. # PROJECT ILMATAR RPG Research ERPG Dev Team Created on 10/13/19 # REVISION HISTORY # DATE 2024/03/10 # VERSION 0.0.3 # DESCRIPTION # AUTHOR Hawke Robinson # Base Specifications - Phase 1 Valerie, Hawke 8/22/2020 # Base Specifications - Phase 2 ERPG Dev Team 10/1/2020 0.0.3 # Section/Layout/Organization adjustments for clarity Valerie Krepel 10/24/2020 0.0.4 # Integration with agenda notes, define features Valerie Krepel 2/08/2021 0.0.5 # Integration with agenda, define features and terms Valerie Krepel 9/26/2021 0.0.6 # Integration with agenda, elaborations on solutions Valerie Krepel 6/5/2022 0.0.7 # Integration with agenda, additional solutions Valerie Krepel 7/2/2023 0.0.8 # Integration with agenda, server ports Valerie Krepel 10/1/2023 0.0.9 # Integration with agenda, database options Valerie Krepel # INTRODUCTION ## Overview This project came about because of multiple client requests over the decades to provide an ERPG solo and multiplayer experience similar to the TRPG experience. This was further developed when Hawke worked with some specific clients but was set aside when the client was incapacitated by a brain injury. The demand, however, for ERPGs that can be tweaked to meet specific measurable goals for different populations to achieve their recreational, entertainment, educational, professional, and therapeutic needs. # Glossary or Terminology New terms you come across as you research your design or terms you may suspect your readers/stakeholders not to know. Flowchart - Diagram used to mimic code logic before programming, split into diagrams for different processes. Game Masters - Those who interact with the finished,playable side of the product with limited amounts of control over the gameplay (i.e. control over NPCs, Monsters, and certain elements of the environment). Game System Contributors - Those who contribute to limited elements of the game, as in certain systems, but have not been responsible for helping to build the full project. Mod Gods - Those who create modules for use by players and/or game masters. Note: mod god is not exclusive, a player or a game master can also be a mod god. MVP - Minimum Viable Product. The baseline of features needed to have the basic structure of our program. NPC - Non-playable character. A character in the game system who cannot be controlled by players and has to be entirely coded by the Mod Gods in terms of dialogue and actions. NWN - Neverwinter Nights, a game by bioware which includes the Aurora Toolset, a game building tool that has a function similar to how we’d like our game creation toolset to run. Players - Those who interact with the finished, playable side of the product. Software Development Team - Those who have built the product and worked on multiple/overarching aspects of the software. Use-Case Wireframe - a more detailed version of a wireframe, including real game scenarios and text. Wireframe - a mockup of the user interface for the game -- NOT the same as a flowchart. # Project Scope The triangle of resources between time, quality, and expenses (man hours and other costs). While this project does not have a set timeline, we do want to use project best practices to try to keep the momentum going. Regarding quality, we are concerned about functional quality but not so much aesthetic quality. The user interface, animation, and graphics don’t need to be high end, just functional enough to meet the goals. We do want code quality to be high: bug-free, well-tested, stable, not a resource hog, and cross-platform with easy to maintain code. Regarding time, though no set timeline, we will set regular monthly goals to strive for and periodic roadmap milestones. Regarding manpower and finances, this is a volunteer-based project. We may open it up to the general public under open source licensing for additional help. We may be using someone else’s open source framework if we can find one that matches. We currently have about half a dozen people on staff interested in helping with the development and testing, which will be listing in the project management documents and updated by the PM monthly. The current project director is Valerie Krepel with guidance from Hawke Robinson. Multiple stages to development: Stage 1: NWN Mod1 on NeverwinterNights Aurora Platform ESMA (electronic solo or multiplayer adventure) RPG Stage 2: Ilmar text only branching ETSMA (electronic text-based solo / multiplayer adventure) RPG Stage 3: Vaina (pronounced: Vah-een-ah) activated live action film or animation based on Stage 2’s result, Stage 4: Stage 5: Stage 6: # Interactive video plus (IV+) # MVP for Base Toolset (Phase 2) Very basic graphical/text tool that allows us to create a gamespace with some minimal drag and drop functionality (similar to aurora toolset). 16 x 16 grid space that we can drag and drop tools into space. Tools: event trigger. Dialogue pop-up with menu option. No limits to number of items in menu (2-3 for prototype but don’t limit for later). Branching logic opportunity. Condition can be set based on a decision made from menu options (if b, set condition, if c, set condition, etc.). Export module feature. Open module, new module, save module, save as. Scenes Scene tag/title Starting node Default image -- need tag to be dynamic? Set genre/location Have overarching scene map to connect each scene to each other Object Creation Modify Godot sounds with our software? Select sound/import sound When sound play? At beginning, with delay? When text reaches certain point? Volume Duration? Looping? Sound continues into another screen -- how determine this? Toggle on each individual screen? Determine all screens w/in the one sound menu? Description - GENRE Damage Name - GENRE Have default name that fills in any genres that are blank for this object. Do not return blanks. Object can not be unnamed. Weapon form will not allow weapon to be created without name -- will need to check to ensure same weapon name is not used more than once. Name / description - GENRE Modifier/ target stat Charges boolean (if finite item) + number Weight (even if don’t implement, have option to) Special tags? Used to trigger events, etc. interactions that need item. Program assigns number Can store other things? How many inventory slots. Resale value I.e. magic/spells, power ups Classes vs. skills -- spend upgrade points where you want. Remove class choice as option, and system will determine your class. Have generic class? Have class system in place, but create a class where you can assign your own points as needed. If system does not have class, use generic Review Rolemaster as possible basis for abstracted percentage stats. Have class editor so you can make classes if desired but classes are not required. - GENRE Body type -- can incorporate into class that gives you modifiers/limitations Inventory slots -- how much can character carry? Weight/encumbrance -- boolean + integer. Increase with stats? Toolset character creation is primarily for npcs, the player character creation is more beefy. Name Trigger - set conditions Risk factor assignment Toggle for scene change and link to scene. Load level -- optimize load time time/turn? Description of event Any kind of puzzle, turn or time events fit into this category. Node that breaks from rest of map and returns you to map once you have completed the course. Associated with abilities/weapons? Sounds Weapons Items NPCs -- stored in object after being created in character process Special Abilities Characters (character creation for both player characters and simplified version for NPCs) Events/Risk Factors/Scene Changes Class Editor Basic functions for editors Check item, take item, give item, stats impact (+/-), start combat, go to location Madlibs/Genre Substitution -- xml mapping file that allows for values and use to sub in madlibs Grammar Dialogue Nest layers of dialogue For example, create world. Section that is being filled in is the part that is assigned the new pieces. When do exports, imports, syncs, use directory instead of requiring complete changes to entire structure. Dialogue script for each invocation? Don’t want massive dialogue file for each convo that happens. Want to keep things in bite-sized pieces, worry about indexing and performance later. Ability check add on for code Default scripts (such as ammo consumption) to be added for general use. Room for mod gods to create their own scripts. For the MVP 1.0 Server and Game Creation and Management Toolsets, we only need them to work on Windows, Mac, and Linux (Desktop app and headless server functions). # Phase 2 Menu Items Light/Dark mode toggle Use the phrase ‘Import Character’ as opposed to ‘Add Character’ to prevent confusion GM preferences Player limit Add or remove characters from campaign as needed Create character Player preferences Fitale layout/Central-biased Qwerty Alphabetical Corner-biased layout Risk factors Volume Brightness Display name (for GM to see) Character creation full toolset. Characters saved as ini that can be accessed in toolset. Modified version for npcs in toolset. Closed captioning on/off for sounds. Remap controls -- godot has input remapping Font size Default bg color/image Keyboard # Non-Goals or Out of Scope Future Goals Player timer for each decision that can store extra time to be used later Select genre and open source option and it will take the same adventure in terms of storyline but equipment, weapons, etc. will be diff depending on selected genre Make using the toolset as part of the opening menu so you can select gameplay or moving into creating own game Perpetual world support Add more branches than 3 Real-time monitoring of players’ progress (spectator mode) Audio and video chat For 2.0, party viewpoints can be split Don’t split too far to prevent big issues Group voting/consensus (2.0) Choose between railroaded or sandbox-ey Therapy/educational/entertainment tags (learning mode settings) # Assumptions # Conditions and resources that need to be present and accessible for the solution to work as described. # Notes on Comparable Items # Compare between comparable softwares. What do we like? What do we dislike? Would we like to create our own version of certain features? # Aurora Toolset Module Editor Hard to tell when conversations branched. Coding vague at best and a big pain to integrate. Split up dialogue conditionals -- clearly separated. No indication if line overflows, have to look elsewhere for full text. Too many functionality buttons. Like difference in color between npc and pc. Idea of base + branches good (might need to be split?) Node based? May need to find code for it so we don’t have to build it ourselves # SOLUTIONS Proposed Design # Features Platform that allows solo and multiplayer adventures Built in some kind of open source license that mandates attribution and does allow commercial use with permission. Development tools must allow this kind of use. Use some kind of version control (GitHub or other) Public download use Use Open D6 as starting game system Run on as many platforms as possible (starting with PC) Functions on a network Can be played in multiplayer, single/solo, or client mode For 1.0 MVP we need all game PLAY functions to work on all platforms including web (Windows, Mac, Linux, iOS, Android, and Web) and be fully BCI usable. # Project Overview # The project is a combination of module editor and playable game. # Game The game will consist of playable modules with storylines that encourage players to make decisions based on non-violence, exploration, problem-solving, and compassion. Players may create their own module outside of this scope, but our team will be operating with these goals. Each module will be playable in multiple genres -- to start, our modules will have options to be played in fantasy, sci-fi, or realistic modern fiction. More genre options can be added. Genre will be integrated via mad-libs style inserts -- for example, a weapon could be tagged as crossbow in fantasy, laser gun in sci-fi, and revolver in modern fiction. The statistics of each item will be abstracted from the genre tag. Game text will let a player know the outcome of their rolls in a way that is not obstructive to storytelling and immersion. For example, if a player’s strength statistic is not high enough for the action they attempted to make, game text would read along the lines of ‘You tried to do [action], but your body was too weak! You take 1 hp of damage.’ # Player Objections Players will be given the option to object to decisions made by other party members if they disagree. Players will be able to set a ‘risk rating’, which will determine which of the other players’ choices they will be able to object to; the game will be set to the middle risk level as default if the player does not choose for themself. All game choices will be given a rating as set by the mod god. Those who have chosen a higher risk rating threshold will not be given the choice to object and will automatically proceed with the decision of the player making the primary choice. The player making the choice will be shown the number of objections, and all players will be given the opportunity to break out into chat to discuss, even if some players did not object. After discussion, players will be given the same choice again and those who choose differently from the original choice that was objected to will abstain from that action and its consequences or rewards. If there are no objections, the game will continue with no further discussion. # Chat The game will have an integrated chat function. Audio chat may be tricky, but there is a possibility of linking into Jitsi or a similar 3rd party service. Text chat will be included as a minimum, but will not integrate well with BCI, so audio chat is a goal as well. Players in group settings will need to be able to communicate with one another to make decisions, form strategies, discuss puzzles, etc. For BCI accessibility, chat will have an ‘enable’ toggle. When the toggle is off, chat will be readable but not interactable. When it is on, chat can be written in. # Behavior Guidance Modules will present problems with various decisions, each decision tagged on a gradient of good-neutral-bad. At the end of the module, the outcome will be determined by the group (or players) gradient levels, with good levels resulting in the best possible outcome, bad in the worst possible outcome, and neutral somewhere in between. Players will receive little feedback dialogues throughout the game to let them know if they are on a good, neutral, or bad track so they can adjust accordingly. The feedback will be integrated with the game so as to not break immersion. Towards the end of the module(s), players will be blatantly told which track they are on and will be given one last major decision to alter their route. Once the module is finished, there will be a report of decisions and paths taken by the player. Players can view parts of the report, but not all (we want to avoid the players making decisions simply because they saw it will give them a better end in the report). Administrators/Game Masters can view full, printable reports, which will include player statistics and tags determining whether players are leaning toward violent decisions or not. # Initiative and Turns For combat, players will select options at the same time and will go in order of violence, starting with least violent and going to most. For example, players who choose to negotiate will go before players who choose to fight. Players later in the action queue may change their mind and choose a different option based on the outcomes of previous players’ choices -- i.e. Player one chooses to negotiate and is mostly successful. Player two had chosen to fight but may change their mind and choose to continue negotiation or any other option when their turn arrives. See extended contested conflict flowchart. For non-combat, there will be a random assignment using process of elimination with an opt-out feature. Players will be put into a pool and names would be randomly selected, then removed from the pool. Once the pool is empty, the process would repeat -- all players would get an equal number of turns, but order would be randomized. There will be temporary exclusion to prevent the same player from going twice in a row, as well as the option to opt out of making choices each round. Should all players opt out, the default is for everyone to be put into the selection pool again and a buffer to be applied to the party’s decision, meaning any NPCs in the presence of the party will take their turns first. The code will need to be tolerant of drop in/drop out players. # GM Permissions GMs will have the same base code as players but with added accessibility and editing capabilities. The physical world (of the game world) items (treasure, traps, etc.) and creatures/NPCs - but does NOT have the ability to change terrain, building structures, etc.). Can change weather, time of day. This shouldn't need to interface (much?) with the Game Abstraction Layer (GAL). The meta of the game (providing XP/levels, etc. This will have to be heavily linked to the GAL. If the GM starts the player client, they can join the game asa normal player, or they can join as an observer. Then whether in normal player mode or observer mode, if they have the DM Password for the server, they can enable a checkbox to enable "DM Mode" (aka Semi-ModGod mode). This then makes calls to classes/functions available to the user that are not available to a normal player. Many GM features will be similar to NWN but with different approaches. # Module Editor In addition to the included modules, players will have the options to create their own to play. The module editor will take inspiration from the Aurora Toolset, with some differences. The editor will be in a drag-and-drop grid style to make editing easier. It will be a very basic graphical/text tool that allows us to create a gamespace with some minimal drag and drop functionality. Minimum included tools will be: Event trigger Dialogue pop-up with menu option Export module Open module New module Save module, save as Genre editor # Minimum included features will be: No limits to number of items in menu (2-3 for prototype but don’t limit for later) Branching logic opportunities Condition can be set based on a decision made from menu options (if b, set condition, if c, set condition, etc.) Included in the module editor will be objects organized by entity type. Objects will be presented in the module editor as base items without any genre-specific names or statistics; these attributes will be customized by the mod gods to fit the needs of the individual modules. Also included are wizards for object creation. These wizards will include: Scenes Sounds Weapons Items Character Creation (including NPCs) Events/Risk Factors/Triggers Genre Substitution In order to assist with testing and genre-substitutions, a ‘dummy’ NPC will be placed in the game for testing primarily. This character can be removed from the playable game but not from the toolset dock. To set up scenes, areas must be arranged in the following order (with examples): Select/create preferred Genre: Fantasy, Scifi, Modern/Contemporary (impacts he "Madlibs" selections for nouns, verbs, adjectives, etc.). Select/create Preferred Campaign/Setting (Middle-earth, Greyhawk, Dune, COPS, etc.) Select/create (RPG) Game System (d20, d6, D&D, etc.) Select/create Module/Adventure (Kings Ransom, Benders Bender, In Search of the Missing Surgeon, etc.) Region (Kingdom of Furyondy, Moon, New York State, etc.) Location (Verbobonc, Lunar Colony 3, Manhattan Island, etc.) Space/Room (Brass Rail Tavern/Bedroom2, Sector 5/room 103, Empire State Building 5th floor lobby, etc.) Scene (Bar room brawl #4, Radiation leak #2, chase scene #7, etc.) Each overarching section can affect and feed into the more granular areas. So Region of alpine mountains may trigger dialogue like ‘the area is cold and covered in snow’ whereas scene specifies events. Less granular areas would not be affected by more granular areas. # Game System-agnostic The module editor will determine rolls based on percentages, not dice types, so the editor will be agnostic in terms of game systems. The Mod Gods can determine which game system they want to base their rules off of and customize the module to fit (i.e. using OpenD6 or D&D 5th Edition). Likewise, statistics can be added, removed, or renamed to fit statistics held in differing game systems. The default agnostic system employed will have base stats that cannot be removed but can be renamed based on the system the Mod God would like to use. Additionally, the default does NOT have level advancement or classes, but the Mod God can customize their system to include it. # Softwares Needed to Attain Coding repository: Github To be used for communication, sharing of files, and documentation. Branching narrative: Twinery To be used for the creation of our branching narratives. This narrative tree will then be taken into the Aurora Toolset for Phase 1, then into the following phases as our demo project. Game Engine - decision: Godot Money: open-source; must be affordable if not free. $100/developer seat limit max Man-hours: with limited staff, more features means much more development time To be used as base game engine for Phase 2. Godot is the only software found after extensive research that matches requirements: Mac, LInux, Windows developer environment Mac, Linux, Windows, Android, Web end user platforms. iOS on wishlist but not required. A commonly used developer language (Godot supports C++) IDE support Open source licensing Accessibility support Localization support as a plus Accept media - video, sound, graphics, possibly special text Community support UML support as a plus. Reality support as a plus. Wireframe software: Diagrams.net To be used to create code wireframes (hopefully in UML). After research, diagrams.net best fits our needs for the following: Open source licensing Collaboration options (real-time, commenting, or ability to share docs) Ability to simulate UI Ability to wireframe code Exports to common files Links with github Non-limiting number of users No debilitating limitations (i.e. number of documents, number of allowed objects) Free Supports local hosting, not just cloud # Flowchart Standards First letter of each word in a title to be capitalized, with title in upper right hand corner of the document in a line. Developer IDE - decision: XCode for Mac, Visual Studio Community for Windows, see if Eclipse is an option for Linux Data Storage: RE-EVALUATING JSON can be used for data storage for client-side, but move to another for server-side. Note for usage: Need .ini file in backend so mod gods can customize their modules. Streamline this process for the mod god so they don’t accidentally end up in the software code. Options determined in this file can override JSON, deleting this file will return to the default provided. If blob is bigger than 1 mb, write to file system and instead use a link where it is in the file system. SQLITE can be used for dialogue. MariapDB, MongoDB, PostQSQL all in consideration. Documentation for options: Mongo: https://3ddelano.github.io/mongo-driver-godot/examples/ Godot's Postgres Plug in, please use this template to help set up your DB connection: https://github.com/Marzin-bot/PostgreSQLClient/blob/main/Helloworld.gd Chat Service - decision: TBD Ideally, hook the back end of chat in through Matrix-Synapse. This may mean the front end will have to be our own code. Dialogue framework: TBD Procedure Create the toolset first -- look at default godot options for how to play the game. Give the data file that runs the game to godot. Design of toolset will dictate what engine needs to include- minimum viable product for toolset, using NWN as guideline. Will need to learn godot to understand interaction. Toolset for design, right code for toolset, right code for engine. GUI pseudocode to engine features to prototype GUI. Create MVP with basic toolset features to verify attainability. Very basic graphical/text tool that allows us to create a gamespace with some minimal drag and drop functionality (similar to aurora toolset). 16 x 16 grid space that we can drag and drop tools into space. Tools: event trigger. Dialogue pop-up with menu option. No limits to number of items in menu (2-3 for prototype but don’t limit for later). Branching logic opportunity. Condition can be set based on a decision made from menu options (if b, set condition, if c, set condition, etc.). Export module feature. Open module, new module, save module, save as. Micro MVP for game to play: works on a network. In server multiplayer mode, single/solo player mode, client mode. Show to 2 or more players the same menu screen on event trigger. Last person to connect gets the first choice, rotate which players choose i.e. 5, 4, 3, 2, 1, 5. Have each dev do their own version of this to get a better idea of the pros and cons of the toolsets. # Documentation If Java-based, use Java doc. Use GitHub for code sharing / versioning. Use GitHub Wiki for documentation: default is manager can edit but all can view. Documentation to be maintained actively as the project progresses. For importing and exporting, use LibreOffice default formats so all parties can get access. Pseudocode Wireframes Directories https://en.wikipedia.org/wiki/Filesystem_Hierarchy_Standard Standard Directory Structures for filepaths https://en.wikipedia.org/wiki/X.500 New module follows directory, creates new room for current module, sorts into hierarchy based on mod god declarations. Then see config file, directories for dialog folder, maps folder, audio, etc all distinctive to that specific location. Can do inheritance by invoking name and then modifying difference in inheritance. ROOT INSTALL DIR: /usr/local/games/bcirpg Windows install dir: C:\PROGRAM Files\Applications\BCIRPG for Windows C:\Users\username mac OS uses unix Linux install dir: USER HOME = /home/username $GAMEDIR = /BCIRPG/ Relative filepaths: $GAMEDIR/data $GAMEDIR/bin $GAMEDIR/user $GAMEDIR/user/characters $GAMEDIR/data/gamesaves $GAMEDIR/data/csv $GAMEDIR/configs $GAMEDIR/data/sqlite $GAMEDIR/modgod $GAMEDIR/bin/modgod (the executable) $GAMEDIR/data/modgod/modules Local development environment server: Ssh [username]@srv1.bcirpg.com Privileged ports open for 22 (ssh) http (80) and https (443) Non-privileged ports 8080-8099 for dev use User requirements Run on Linux, Mac, Windows, Android (phase 3 ideal: web). Test Plan Explanations of how the tests will make sure user requirements are met Unit tests Integrations tests QA For Version Manager, testers can use whatever you want, as long as it is explicitly noted at the top of every test which VM and version were used. Monitoring and Alerting Plan Logging plan and tools Monitoring plan and tools Metrics to be used to measure health How to ensure observability Alerting plan and tools Release / Roll-out and Deployment Plan Deployment architecture Deployment environments Phased roll-out plan e.g. using feature flags Plan outlining how to communicate changes to the users, for example, with release notes FURTHER CONSIDERATIONS Third-party services and platforms considerations Is it really worth it compared to building the service in-house? What are some of the security and privacy concerns associated with the services/platforms? How much will it cost? How will it scale? What possible future issues are anticipated? Cost analysis What is the cost to run the solution per day? What does it cost to roll it out? Security considerations What are the potential threats? How will they be mitigated? How will the solution affect the security of other components, services, and systems? All network connections are encrypted. All passwords are kept in an encrypted or hashed format, no clear text passwords. Inter-server, inter-user all encrypted. Implement from the beginning because it will be needed in later Phases. Privacy considerations Does the solution follow local laws and legal policies on data privacy? How does the solution protect users’ data privacy? What are some of the tradeoffs between personalization and privacy in the solution? Regional considerations What is the impact of internationalization and localization on the solution? What are the latency issues? What are the legal concerns? What is the state of service availability? How will data transfer across regions be achieved and what are the concerns here? Accessibility considerations How accessible is the solution? What tools will you use to evaluate its accessibility? Operational considerations Does this solution cause adverse aftereffects? How will data be recovered in case of failure? How will the solution recover in case of a failure? How will operational costs be kept low while delivering increased value to the users? Risks What risks are being undertaken with this solution? Are there risks that once taken can’t be walked back? What is the cost-benefit analysis of taking these risks? Support considerations How will the support team get across information to users about common issues they may face while interacting with the changes? How will we ensure that the users are satisfied with the solution and can interact with it with minimal support? Who is responsible for the maintenance of the solution? How will knowledge transfer be accomplished if the project owner is unavailable? SUCCESS EVALUATION Impact Security impact Performance impact Cost impact Impact on other components and services Metrics List of metrics to capture Tools to capture and measure metrics WORK Work estimates and timelines List of specific, measurable, and time-bound tasks Resources needed to finish each task Time estimates for how long each task needs to be completed Prioritization Categorization of tasks by urgency and impact Milestones Dated checkpoints when significant chunks of work will have been completed Metrics to indicate the passing of the milestone Future work List of tasks that will be completed in the future DELIBERATION Discussion Elements of the solution that members of the team do not agree on and need to be debated further to reach a consensus. Open Questions Questions about things you do not know the answers to or are unsure that you pose to the team and stakeholders for their input. These may include aspects of the problem you don’t know how to resolve yet. Hook into Jitsi (open source) if possible. Text chat as minimum but won’t work with bci so audio would be nice https://www.youtube.com/watch?v=7c7aZTUITD4 For prototype, can’t split the party to limit viewpoints. For now, other players can watch decisions made by their teammates Scope out toolset specs - multiple subphases. Minimum viable product, plus incremental additions. Suggested Project Additions Approved parts of the project that need additional information before being fully implemented into the Solutions section. In menu options, should have option to help another pc If playing solo, remove option End Matter Related Work Any work external to the proposed solution that is similar to it in some way and is worked on by different teams. It’s important to know this to enable knowledge sharing between such teams when faced with related problems. ## REFERENCES Links to documents and resources that you used when coming up with your design and wish to credit. ## UML Tutorials https://medium.com/nerd-for-tech/principles-of-object-oriented-design-556edf6987be https://www.oodesign.com/design-principles https://www.visual-paradigm.com/guide/uml-unified-modeling-language/uml-class-diagram-tutorial/ https://www.educative.io/courses/grokking-the-low-level-design-interview-using-ood-principles (paid tutorial) https://creately.com/blog/software-teams/class-diagram-tutorial/ https://www.educba.com/class-diagram/ https://blogs.sap.com/2022/05/27/abap-oo-design-7-basic-oo-principles-summary/ ## Acknowledgments In alphabetical order by first name first: * ... * Doug (Developer, …) * ... * Hawke Robinson (Project founder, lead researcher, developer) * ... * Luke (Developer, …) * ... * Suhwan (Developer, ...) * ... * Trevor Tengowski (Developer, …) * ... * Valerie Krepel (Project Manager, …) * ...