IT 140 Project Two Text-Based Game

IT 140 Project Two Text-Based Game: SNHU Python Final

IT 140 Project Two Text-Based Game Overview

The IT 140 Project Two Text-Based Game is the capstone assignment for IT 140 - Introduction to Scripting at Southern New Hampshire University (SNHU). This Brightspace project is worth 40% of the final grade and requires a complete Python game loop, room navigation, item collection, and a clear win condition. We designed this page for students looking for a structured roadmap to ace the SNHU IT 140 Project Two requirements.

University: Southern New Hampshire University (SNHU) | Course: IT 140 - Introduction to Scripting | Platform: Brightspace | Project Weight: 40% of final grade

Project Goals & Rubric Focus

  • Gameplay Loop: Persistent while loop that accepts commands, updates status, and checks for win/lose states.
  • Room Navigation: Dictionary-based map that supports directional movement and scene descriptions.
  • Inventory System: Item pick-up logic, inventory display, and win checks tied to key items.
  • Input Validation: Error handling for invalid commands with friendly prompts.
  • Code Quality: Readable functions, comments, and consistent naming aligned with the IT 140 Python game project expectations.

Game Narrative & Map Design

The IT 140 Project Two Text-Based Game should open with a clear mission, immersive setting, and a simple command system. Our recommended map uses six to eight rooms connected by north/south/east/west routes, each holding a unique item. The goal is to gather all required items before entering the final room.

  • Rooms: Command Center, Data Vault, Server Hall, Maintenance Bay, Security Hub, Research Lab.
  • Required Items: Access Card, Toolkit, Decryption Key, Circuit Fuse, Drone Battery.
  • Win Condition: Enter the final room with all items in inventory.

Python Structure & Core Functions

A strong IT 140 Python game project uses a dictionary for rooms and items, along with functions that keep the logic clean. We recommend separating instruction display, movement, item pickup, and status rendering for clarity and grading alignment.

  • show_instructions(): Prints the command format and win condition.
  • show_status(): Displays current room, inventory, and available items.
  • move_player(direction): Validates movement using the room map.
  • get_item(): Adds the room item to inventory and removes it from the room.
  • check_win(): Confirms item list before ending the game.

Input Validation & Command Flow

For the SNHU IT 140 Project Two, command parsing needs to be forgiving. Convert input to lowercase, split on spaces, and confirm that commands match the required pattern such as go north or get item. Invalid commands should trigger a helpful prompt without breaking the loop.

Testing & Debug Checklist

  • Confirm the player can return to any room without dead ends.
  • Verify inventory updates and items disappear after pickup.
  • Test win condition only triggers after required items are collected.
  • Run through multiple input typos to confirm graceful handling.
  • Ensure the instructions are visible from the start of the game.

Brightspace Submission Plan

A clean IT 140 final project submission for Brightspace should include the Python file, an optional README, and confirmation of how to run the game. Name the file clearly (example: it140_project_two_text_game.py) and include citations if you used any references.

  • File naming: Use consistent, lowercase filenames without spaces.
  • Run instructions: Provide the command line to execute the game.
  • Submission check: Upload the .py file and any supporting documentation to Brightspace.

Suggested Storyline Framework

When building the IT 140 Project Two Text-Based Game, aim for a storyline that is simple but memorable. A good frame is a mission-style narrative: a system outage, a locked lab, or a security breach. Begin with a short briefing that explains why the player must collect items and what happens if they fail. Keep the stakes clear so the grader immediately understands the objective without reading extra notes. Make sure each room description tells the player where they are, what they see, and why the item matters. This keeps the narrative tight and meets the storytelling expectations in the SNHU IT 140 Project Two rubric.

Example introduction text: “You wake up in the Command Center as alarms flash across the screens. The server core is failing. You must gather five critical components and reboot the system before the blackout spreads.” This kind of setup uses short sentences and direct goals that work well for a text-based adventure and help the reader follow the game flow.

Command List Students Typically Use

The SNHU IT 140 Project Two assignment expects a limited set of commands. Keep them consistent and easy to remember. The most common pattern is a two-word command format: “go” + direction or “get” + item name. You can also add “help” to print instructions and “inventory” to show items if your rubric allows it.

  • go north / south / east / west
  • get item (use the exact item name shown in the room)
  • help (re-display instructions)

Rubric-Aligned Checklist

Use this checklist before you finalize your IT 140 final project submission. It mirrors common grading criteria for the SNHU IT 140 Project Two assignment. Treat it as a quality gate before uploading your file to Brightspace.

  • All rooms are connected and there is a clear path to the final room.
  • Every item can be obtained and only appears once in the game.
  • Inventory is displayed each turn and updates correctly.
  • Invalid commands do not crash the game.
  • The win condition is checked every loop and only triggers when the inventory is complete.
  • Code is readable and uses consistent naming for variables and rooms.

Common Mistakes to Avoid

Students sometimes lose points for issues that are easy to fix. One common mistake is using inconsistent item names in the room map and the get command. If the room shows “Access Card” but the code expects “access card,” the item will never be picked up. Another issue is forgetting to remove the item after pickup, which lets players collect duplicates. Also watch for direction typos. If a room says “north” but the map uses “North,” the move will fail. Keep all keys lowercase and apply the same format everywhere.

How to Keep the Code Clean

Keep the core loop short and move logic into helper functions. This makes the project easier to maintain and shows good scripting practices. Use a list for the inventory and a dictionary for rooms. Avoid global variables beyond the map and inventory. Add brief, helpful comments, but do not over-comment. The goal is to show that you understand Python basics while keeping the implementation straightforward. This approach aligns with the IT 140 Python game project guidelines and helps your submission stand out.

Mini Sample Output (Text Only)

Here is a short sample of how the game output can look. Keep the formatting simple and consistent from turn to turn.

You are in the Command Center.
Inventory: [Access Card, Toolkit]
You see a Decryption Key.
Enter command: go east

Optional Enhancements (Only If Allowed)

Some instructors allow small enhancements beyond the baseline requirements. If your rubric permits, you can add a limited number of features such as a turn counter, a simple “health” value, or a brief ending scene after the win condition. Avoid adding complex mechanics that might break the loop or confuse the grader. The safest upgrades are those that do not change the required command set and still keep the game easy to test.

Data Structures & Variables to Include

Keep your data structures simple and clearly named so the instructor can see your intent. A rooms dictionary should store each room name, the allowed moves, and the item placed in that room. The inventory can be a list, updated as the player collects items. Track the current room in a single variable, and consider a list of required items to check the win condition. This organization keeps your loop small and avoids confusing cross-dependencies.

  • rooms: Dictionary of room data with move directions and items.
  • current_room: Tracks where the player is now.
  • inventory: List of items collected.
  • required_items: List used to confirm completion.

Room Description Writing Tips

Room descriptions should be brief and clear. A single sentence is enough if it includes location, atmosphere, and the item, keeping the game fast to read and easy to grade.

Testing Scenarios You Should Run

Before submitting the IT 140 final project submission on Brightspace, run through multiple scenarios. Take the shortest path to the final room without picking up items to confirm the loss or “not ready” condition. Then collect all items in the correct order to verify the win condition. Finally, use intentional mistakes such as “go northnorth” or “take item” to verify that the game rejects unsupported commands without crashing.

  • Start the game and use help to confirm instructions display correctly.
  • Attempt to move in an unavailable direction and confirm a warning appears.
  • Pick up every item and verify it disappears from the room.
  • Try to enter the final room without all items and confirm the result.
  • Complete the game with all items and confirm the win message appears.

Submission Readiness Checklist

  • File name matches the assignment requirement and includes no spaces.
  • Instructions are shown at the start of the game.
  • All required items are listed clearly for the player.
  • Final message confirms success and ends the loop.

Why This IT 140 Project Two Page Helps

  • Aligned with SNHU rubric language and Brightspace requirements.
  • Uses a clean map + inventory structure for easy grading.
  • Reinforces core Python skills for the IT 140 final project submission.
  • Built to match the scope and style of the IT 140 Project Two Text-Based Game.

Need Help with IT 140 Project Two?

Our Python specialists can review your storyline, debug your game loop, and ensure your Brightspace submission meets the SNHU IT 140 - Introduction to Scripting rubric.

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