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Monopoly Tycoon

i want to create a monopoly business game with standard monopoly functionality. it must have a difficulty level setting. developed in .net and can be played on Windows must have a top score history save game feature sounds interactive graphics (plan for graphics and then implement) Build a theme system that can be used to create dynamic themes and sound packages No online features are required. isometric view Other players will be computer players computer algorithmic AI that can be tuned for difficulty level. think about requirements,s gameplay etc, then think and then plan and design the ai. keeping all the gameplay elements as the standard Monopoly game. Add some exciting features like never before. The graphics must be like AAA games graphics. The game can be easily installed and played on Windows OS. think and select other rendering technologies ensure you research and bring out all the gameplay features and add them in requirements. for Eg: varios cards.. jail. city (place colour), color combo, detailed rule set. follow all the rules as per latest knowledge. rent, morgadge, utilities acrd etc.. all the detailes are required.
SRS-001-END 2.4 Game End and Bankruptcy
functional
### 2.4.1 Bankruptcy Condition A player is declared bankrupt if they owe a debt (to the Bank or another player) that they cannot cover with their current cash. The player must first attempt to raise funds by selling all houses/hotels and mortgaging all properties before bankruptcy is declared. ### 2.4.2 Asset Transfer * **Debt to Another Player:** If a player goes bankrupt to another player, the bankrupt player's entire portfolio (cash, properties, 'Get Out of Jail Free' cards) is transferred to the creditor player. Mortgaged properties remain mortgaged, and the new owner must pay the 10% interest fee to unmortgage them if they choose to do so. * **Debt to Bank:** If a player goes bankrupt to the Bank, all their properties are returned to the Bank and immediately put up for auction, one by one, to the remaining players. ### 2.4.3 Game End Conditions The game shall conclude when one of the following conditions is met: * **Win Condition:** The human player is the last remaining participant, with all AI opponents having gone bankrupt. The system shall display a victory screen announcing the human player as the winner. * **Lose Condition:** The human player is declared bankrupt. The game shall immediately end, and the system shall display a game-over screen. User requested modification: 'if the human player lose (bankrupt) then game will end.' This fundamentally changes the game's end conditions. The requirement has been enhanced to distinguish between a Win Condition (all AI players are bankrupt) and a new Lose Condition (the human player goes bankrupt). This provides clear, distinct end-game logic and aligns with the new player-centric focus introduced in SRS-001-PLAYER.
SRS-001-PLAYER 2.2 Player and AI Management
functional
### 2.2.1 Player Configuration The game shall support a total of 2 to 4 players, consisting of one human player and 1 to 3 computer-controlled (AI) opponents. The game setup screen shall allow the human player to: * Configure the number of AI opponents (1, 2, or 3). * Set the difficulty level (e.g., `EASY`, `MEDIUM`, `HARD`) for each individual AI opponent. ### 2.2.2 Player State Object Each player, whether human or AI, shall be represented by a data object containing: * `player_id`: Unique identifier. * `is_human`: Boolean flag to distinguish the human player from AI. * `ai_difficulty`: The assigned difficulty level (null for human player). * `token_id`: Identifier for the selected visual game piece. * `cash`: Current monetary balance. * `properties_owned`: A list of owned property IDs. * `in_jail`: Boolean status. * `jail_turns_remaining`: Integer count for turns in jail. * `get_out_of_jail_cards`: Integer count of cards held. * `is_bankrupt`: Boolean status. ### 2.2.3 Player Profile The system shall support a simple profile for the human player, which includes a display name entered by the user. This name will be used in UI elements and in the Top Score History. ### 2.2.4 Player Historical Statistics The system shall track and persist historical gameplay statistics for the human player's profile. This includes, at a minimum: * Total games played. * Total wins. * Win/Loss ratio. * Average game duration. ### 2.2.5 Player Piece Selection During game setup, the human player shall be able to select their visual game piece (token) from a predefined set of at least 8 classic options (e.g., Top Hat, Car, Thimble, etc.). AI opponents will be assigned the remaining pieces automatically. User requested modifications to add 'Player profile', 'Player historical statistics', and 'player playing piece model selection'. These changes fundamentally shift the game from an AI-only simulation to a human-vs-AI experience. The requirement has been enhanced to explicitly define one human player against AI opponents, detail the game setup process, and formalize the requested features into actionable requirements for player customization and stat tracking. This resolves the contradiction with the original 'AI-only' specification.
SRS-001-CORE Game Core Functionality
functional
### 2.1 Rule Set Adherence The game logic shall strictly implement the official rules of the Monopoly board game as published by Hasbro. All game events, player actions, and economic calculations must conform to this rule set. ### 2.2 Game Flow The game shall proceed in a turn-based manner, cycling through the human player and all active AI players. A turn sequence shall be adapted based on whether the current player is human or AI. 1. **Pre-Roll Phase:** * **Human Player:** The game shall present the UI for property management (building, trading, mortgaging) and wait for the player to signal they are ready to roll. * **AI Player:** The AI's logic will evaluate and perform any property management actions. 2. **Roll Phase:** Player rolls two six-sided dice. For the human player, this is initiated by a UI button click. 3. **Movement Phase:** Player's token moves clockwise around the board. 4. **Action Phase:** The game executes the action associated with the destination space. * **Human Player:** If the action requires a decision (e.g., buying a property, choosing to auction), the game shall display a UI prompt and wait for user input. * **AI Player:** The AI's logic will make the decision automatically. 5. **Post-Roll Phase:** If the player rolled doubles, they take another turn. If it was their third consecutive double, they go to jail. Otherwise, the turn passes to the next player. ### 2.3 Game State Management The system shall maintain a comprehensive game state, including but not limited to: * Current player's turn. * Position of each player's token. * Cash on hand for each player. * Property ownership, mortgage status, and development level (houses/hotels) for each property. * Remaining houses and hotels in the Bank. * State of Chance and Community Chest decks. * Each player's 'Get Out of Jail Free' card status. * Each player's in-jail status and turn count. Ripple effect from SRS-001-PLAYER. The original game flow assumed an AI-only simulation. This enhancement adapts the flow to accommodate required user input for the human player, ensuring the game is interactive and playable.
SRS-001-PROPERTY Property Management
functional
### 2.3.1 Property Acquisition * **Purchase Decision:** When a player lands on an unowned property: * **Human Player:** A UI dialog shall be presented with options to 'Buy' the property for its list price or 'Auction' it. * **AI Player:** Its decision-making algorithm (based on difficulty) shall determine whether to purchase it. * **Auction:** If a player declines to purchase, the property shall be immediately put up for auction. A UI shall be presented for all players to submit bids. The auction proceeds until no player is willing to increase the bid. The highest bidder pays the Bank and receives the property. ### 2.3.2 Building and Development * **Monopoly Requirement:** A player may only build houses or hotels on properties belonging to a color set of which they own all properties (a monopoly). * **Even Building Rule:** The system shall enforce the even building rule. * **Bank Supply:** The game shall manage a finite supply of 32 houses and 12 hotels. ### 2.3.3 Mortgaging * A player can mortgage any undeveloped property to the Bank to receive its mortgage value in cash. No rent can be collected on mortgaged properties. * To unmortgage a property, the player must pay the Bank the mortgage value plus 10% interest. ### 2.3.4 Player Trading * **Human-Initiated Trades:** The human player shall be able to initiate a trade with any AI opponent via a dedicated trading UI. The UI must allow the player to offer/request any combination of properties, cash, and 'Get Out of Jail Free' cards. * **AI-Initiated Trades:** AI players can propose trades to the human player. When this occurs, a UI dialog shall be presented to the human player showing the offer and providing options to 'Accept', 'Decline', or 'Propose Counter-Offer'. * **AI-to-AI Trades:** AI shall be capable of proposing, evaluating, and responding to trade offers with other AI players. The AI's trading logic and aggressiveness shall be determined by its difficulty setting. Ripple effect from SRS-001-PLAYER. The original requirements only specified AI-to-AI trading and property acquisition. This enhancement expands the scope to include the necessary UI-driven interactions for the human player to manage properties and engage in trades with AI opponents.
SRS-001-FEATURES Game Features
functional
### 4.1 Save/Load Game * The system shall allow the game state to be saved at any point during the human player's turn (before the dice roll). * The save file must serialize the entire game state, including all player data, property statuses, bank inventory, and card deck order. * The system shall allow a previously saved game to be loaded from the main menu, restoring the game to the exact state it was in when saved. ### 4.2 Top Score History * The game shall persist a list of the top 10 game victories achieved by the human player. * Each entry in the history shall record: Winning Player's Name (the human player's profile name), Winning Player's Final Net Worth, Game Duration (in minutes), and Total Turns. * This data shall be stored locally on the user's machine in a non-volatile format (e.g., a JSON or XML file). ### 4.3 Theme System * The game shall support a theme system that allows for the dynamic replacement of visual and audio assets. * A theme package shall consist of: board textures, property card art, player token models/sprites, UI elements, background music tracks, and sound effect files. * The game must ship with a minimum of two distinct themes (e.g., "Classic" and "Futuristic"). * The user shall be able to select the desired theme from the game's settings menu. Ripple effect from SRS-001-END and SRS-001-PLAYER. With the game now centered on a human player, the Top Score History's purpose changes from tracking AI victories to tracking the human player's achievements. This clarification aligns the feature with the new game-end conditions and player focus.
SUMMARY-001 Project Summary
cross cutting
### 1. Project Vision To develop a high-quality, single-player digital adaptation of the classic Monopoly board game, named "Monopoly Tycoon," for the Windows platform. The game will pit a human player against challenging and engaging AI opponents, featuring polished 3D graphics and strict adherence to the official game rules. ### 2. Core Objectives * **Authenticity:** Replicate the standard Monopoly gameplay mechanics and rules with high fidelity. * **Challenge:** Implement a tunable, algorithmic AI that provides a compelling experience for a human player of varying skill levels. * **Visual Appeal:** Deliver a modern, visually immersive experience using high-quality 3D graphics and an isometric perspective. * **Replayability:** Encourage repeated playthroughs via features like a persistent player profile with statistics, variable AI difficulty, and a dynamic theme system. ### 3. Scope #### 3.1 In-Scope Features: * Full implementation of standard Monopoly rules for one human player against 1 to 3 AI opponents. * Player profile with persistent historical statistics. * Core mechanics: property acquisition, auctions, rent, building, mortgages, trading. * All standard board spaces and card decks (Chance, Community Chest). * Tunable AI difficulty levels for each opponent. * Save/Load game functionality. * Persistent high score tracking for human player victories. * Visual and audio theme customization system. * Offline, single-player (human vs. AI) gameplay exclusively. #### 3.2 Out-of-Scope Features: * Any form of online or local multiplayer (human vs. human). * House rules or non-standard game variations. * In-game purchases or microtransactions. * Network connectivity for any purpose. * Support for platforms other than Windows OS. Ripple effect from SRS-001-PLAYER. The project's core concept shifted from an AI simulation to a human-vs-AI game. This enhancement updates the project vision and in-scope features list to accurately reflect the new player model, ensuring alignment across all documentation.
SRS-001-UI User Interface (UI)
functional
### 6.1 Game Setup Screen Before starting a new game, the system shall display a setup screen allowing the human player to: * Enter a player profile name. * Select a visual game piece from at least 8 available options. * Choose the number of AI opponents (1 to 3). * Set the difficulty level (Easy, Medium, Hard) for each AI opponent individually. ### 6.2 Main Game HUD The main game screen shall feature a persistent Heads-Up Display (HUD) that provides at-a-glance information for all players, including: * Player name and token icon. * Current cash total. * A summary or icon indicating property ownership. * An indicator for the current player's turn. ### 6.3 Player Action Prompts The system shall use modal dialogs to prompt the human player for required actions. This includes, but is not limited to: * A 'Buy' or 'Auction' prompt when landing on an unowned property. * An 'OK' prompt to acknowledge rent payments, card draws, or other game events. * A bidding interface during property auctions. ### 6.4 Property Management Interface The game shall provide a dedicated screen or interface, accessible during the player's turn before rolling the dice, that allows the human player to: * View all their owned properties, grouped by color set. * Select properties to build houses/hotels on, subject to game rules. * Select properties to mortgage or unmortgage. * Initiate a trade with an AI opponent. ### 6.5 Trading Interface The system shall implement a two-panel trading interface for proposing and receiving trades: * **Proposal Panel:** Allows the human player to select properties, cash, and/or 'Get Out of Jail Free' cards from their own inventory and the target AI's inventory to create a trade offer. * **Receiving Panel:** Displays an incoming trade offer from an AI, with clear options to 'Accept', 'Decline', or 'Counter-Offer'. Addresses a critical gap identified in the quality assessment. The introduction of a human player necessitates a comprehensive set of UI requirements, which were previously absent. This new section provides the development team with clear specifications for all necessary user interface components, making the game playable for a human.
SRS-001 Monopoly Tycoon Specification
other
## Monopoly Tycoon - Software Requirements Specification ### 1. Game Core Functionality * The game shall implement the standard rules and gameplay mechanics of the Monopoly board game. * All gameplay elements, including but not limited to, property acquisition, rent collection, building houses/hotels, mortgaging, trading, and bankruptcy, shall adhere to the latest known official Monopoly rule set. ### 2. Game Board and Spaces * The game board shall accurately represent the standard 40 spaces, including: * 28 Properties: 22 colored properties (grouped into 8 color sets), 4 Railroads, and 2 Utilities. * 3 Chance spaces. * 3 Community Chest spaces. * 2 Tax spaces (Income Tax, Luxury Tax). * Special corner spaces: Go, Jail/Just Visiting, Free Parking, Go to Jail. ### 3. Player Management * The game shall support 2 to 4 players, all of whom will be computer-controlled (AI). * Each player shall have a distinct visual game piece. ### 4. Dice Mechanics * The game shall simulate the rolling of two six-sided dice to determine player movement. * The rule for rolling doubles (allowing an extra turn) and the consequence of rolling three consecutive doubles (going to Jail) shall be implemented. ### 5. Property Management * **Ownership:** Players can purchase unowned properties they land on. If a player declines to purchase, the property shall immediately go to auction, with all players (including the one who declined) able to bid. * **Rent:** Rent shall be automatically collected from a player landing on an owned property. Rent amounts shall vary based on the property, the number of houses/hotels built, and for Railroads/Utilities, the number of properties owned in their respective sets. * **Monopoly:** Owning all properties within a color set (a 'Monopoly') shall enable the owner to build houses and hotels on those properties. * **Houses & Hotels:** Players can build houses and hotels on properties within a complete color set. Building must adhere to the 'even building' rule (properties in a set must be built up evenly). There shall be a limited supply of houses and hotels, managed by the Bank. * **Mortgage:** Properties can be mortgaged to the Bank for cash. Mortgaged properties do not collect rent. Properties can be unmortgaged by paying the mortgage value plus a 10% interest fee. * **Trading:** The game shall allow computer players to engage in trades, exchanging properties, cash, and 'Get Out of Jail Free' cards with each other. ### 6. Special Space Rules * **Go:** Players passing or landing on 'Go' shall collect $200 from the Bank. * **Jail:** * Players go to Jail by landing on 'Go to Jail', drawing a 'Go to Jail' card, or rolling three consecutive doubles. * Players can get out of Jail by paying a $50 fine, using a 'Get Out of Jail Free' card, or rolling doubles on one of their next three turns. * **Free Parking:** Landing on Free Parking shall have no effect, adhering to standard Monopoly rules. * **Chance & Community Chest:** When a player lands on these spaces, a card shall be drawn, and its instructions (e.g., collect money, pay money, move to a specific space, go to Jail, receive a 'Get Out of Jail Free' card) shall be executed. * **Tax Spaces:** Players landing on Income Tax or Luxury Tax shall pay the specified amount to the Bank. ### 7. Game Economy * Each player shall start with the standard amount of cash. * The Bank shall manage all monetary transactions, including initial funds, property purchases, rent payments, taxes, building costs, and mortgage transactions. ### 8. Game End & Bankruptcy * The game shall conclude when only one player remains, all other players having gone bankrupt. * Bankruptcy occurs when a player cannot meet their financial obligations (e.g., rent, taxes) even after selling all houses/hotels and mortgaging all properties. Assets shall be transferred to the creditor (Bank or another player). ### 9. Difficulty Level Setting * The game shall include a difficulty level setting, allowing players to choose the challenge level of the computer opponents. ### 10. Computer AI * The game shall feature a sophisticated computer algorithmic AI for all opposing players. * The AI's behavior (e.g., buying strategy, trading aggressiveness, building strategy, mortgage decisions) shall be tunable based on the selected difficulty level. * The AI shall be designed to provide a challenging and realistic opponent experience across different difficulty settings. ### 11. Top Score History * The game shall maintain a persistent top score history, recording the highest scores or most successful game outcomes. ### 12. Save Game Feature * Players shall be able to save their game progress at any point and load a previously saved game. ### 13. Audio * The game shall incorporate sound effects for key actions (e.g., dice rolls, property purchases, money transactions) and background music. ### 14. Graphics & Visuals * The game shall feature <<$Change>>high-quality 3D graphics with modern visual fidelity and artistic polish, aiming for an immersive and visually appealing experience.<<$Change>> * The game shall utilize an isometric view for gameplay. * Interactive graphical elements shall be implemented to enhance user experience (e.g., animated dice, moving player tokens, property highlights). #### Enhancement Justification: * **Requirement:** "The graphics must be like AAA games graphics." * **Reason for Change:** The original requirement for "AAA games graphics" is practically unachievable for a project of this scope due to the immense resources (budget, team size, time) typically required. This change redefines the graphical target to a high-quality, modern standard that is realistic for a dedicated development effort using contemporary game engines or rendering APIs, without setting an unquantifiable and unattainable bar. It focuses on achieving a visually appealing and immersive experience rather than an industry-leading, resource-intensive benchmark. ### 15. Theme System * The game shall include a theme system that allows for dynamic changes to visual assets (e.g., board appearance, property designs, player tokens) and sound packages. * This system shall enable the creation and application of different aesthetic styles and audio experiences. ### 16. No Online Features * The game shall be strictly an offline, single-player experience against computer opponents. No online multiplayer or internet connectivity features are required. ### 17. Platform and Technology * The game shall be developed using the .NET framework. * The game shall be easily installed and playable on Windows OS. * For rendering, modern technologies such as Unity (using C# scripting), Godot (using C#), or a low-level API wrapper like SharpDX/Vulkan.NET shall be considered to achieve the desired graphical quality and performance on Windows. ### 18. Removed Requirements * <<$Change>>The requirement to "Add some exciting features like never before" has been removed.<<$Change>> #### Enhancement Justification: * **Requirement:** "Add some exciting features like never before." * **Reason for Change:** This requirement is extremely vague, subjective, and provides no actionable criteria for development or testing. Furthermore, it directly conflicts with the explicit requirement to "keep all the gameplay elements as the standard Monopoly game." Introducing "exciting features like never before" would fundamentally alter the standard Monopoly experience, which is contrary to the core game definition. Removing this non-specific and contradictory statement ensures the project focuses on delivering a faithful and high-quality implementation of the standard Monopoly game.
SRS-001-AI 3.0 AI and Difficulty
functional
### 3.1 Difficulty Levels The game shall provide at least three distinct AI difficulty levels: Easy, Medium, and Hard. These levels will govern the AI's strategic decision-making. ### 3.2 Tunable AI Behavior Parameters The AI's behavior shall be controlled by a set of parameters that are tuned for each difficulty level. These parameters include, but are not limited to: * **Property Purchase Threshold:** The logic determining whether to buy an unowned property based on its value, color group potential, and the AI's current cash reserves. * **Building Strategy:** The priority given to building on completed monopolies. * **Trading Aggressiveness:** The frequency of initiating trades and the perceived value required to accept a trade. * **Mortgage Management:** The strategy for mortgaging properties to raise cash and for paying off mortgages. ### 3.3 Difficulty Level Characteristics * **Easy:** AI will play sub-optimally. It may decline to buy valuable properties, fail to complete monopolies, and accept poor trades. * **Medium:** AI will play competently. It will prioritize completing monopolies, build houses when able, and only engage in relatively fair trades. * **Hard:** AI will play strategically. It will aggressively pursue monopolies, use trades to block opponents, manage its cash flow efficiently, and prioritize building to maximize rent income.
SRS-001-BOARD 2.1 Game Board and Spaces
data
### 2.1.1 Board Representation The game shall represent the standard 40-space Monopoly board. The board shall be implemented as a data structure (e.g., an array of 40 objects), where each object defines the properties of a single space. ### 2.1.2 Space Data Attributes Each space object in the board data structure must contain, at a minimum, the following attributes: * `space_id`: A unique integer from 0 (Go) to 39. * `space_name`: The display name of the space (e.g., "Boardwalk", "Chance"). * `space_type`: An enumeration (e.g., `PROPERTY`, `RAILROAD`, `UTILITY`, `CHANCE`, `COMMUNITY_CHEST`, `TAX`, `GO`, `JAIL`, `FREE_PARKING`, `GO_TO_JAIL`). * `property_details`: A nested object for ownable spaces, containing: * `price`: Purchase price. * `rent_structure`: An array of rent values (base rent, rent with 1-4 houses, rent with hotel). * `mortgage_value`: Amount received when mortgaged. * `house_cost`: Cost to build one house. * `color_group`: The property's color set identifier.
SRS-001-NFR 5.0 Non-Functional Requirements
non functional
### 5.1 Graphics and Visuals * **Fidelity:** The game shall be rendered in 3D with high-quality textures, lighting, and models to create a modern and visually polished experience. * **View:** The primary gameplay view shall be isometric, providing a clear overview of the entire game board. * **Animations:** The game must include fluid animations for key events, including: a physics-based dice roll, token movement from space to space, and visual effects for property purchase and building construction. * **Performance:** The game must maintain a stable frame rate of at least 60 FPS at a resolution of 1920x1080 on a system meeting the specified minimum hardware requirements. ### 5.2 Audio * The game shall include distinct sound effects for all major game actions (e.g., dice roll, token landing, cash transaction, card draw, entering jail). * The game shall feature a soundtrack of background music that is appropriate for the selected theme and does not become overly repetitive. * The settings menu shall provide separate volume controls for Master Volume, Music, and Sound Effects. ### 5.3 Platform and Technology * **Operating System:** The game shall be developed for and be fully playable on Windows 10 and Windows 11. * **Framework:** The core application shall be developed using the .NET framework. * **Rendering Engine:** To achieve the specified graphical quality, a modern 3D rendering engine with C# support, such as Unity or Godot, is required. * **Installation:** The game shall be packaged in a simple, user-friendly installer (e.g., MSI or a setup.exe) for easy installation on the target OS.
Project Info
  • Type: Open Source
  • Status: Complete
  • Created on : September 12, 2025
  • Created By : Andrew C
  • Rating: 5.0
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