What's my secret, you wonder? First of all, Milestone 3 was the simplest milestone by design. I did that on purpose just in case the monstrous Milestone 2 overflowed its bounds...which it did. And second, I went out of town last weekend to a place with no internet access, so I couldn't work on my job duties. That meant that the only productive thing I could do was work on TLC, so I hit it hard and fast!
In summary, there are 19 individual requirements in all, of which:
- 11 are completely finished
- 5 have been implemented but not yet tested
- 3 have not yet been started
Milestone 3: The Game World Environment |
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Requirement ID | Description | Status |
---|---|---|
3.1.1 | The system shall place a coin bonus item in a random, unobstructed location on the game board at the start of each match. | Complete |
3.1.2 | The system shall place a token bonus item in a random, unobstructed location on the game board at the start of each match. | Complete |
3.1.3 | The system shall place a snack bonus item in a random, unobstructed location on the game board at the start of each match. | Complete |
3.1.4 | The system shall place a weapon upgrade bonus item in a random, unobstructed location on the game board at the start of each match. | Complete |
3.1.5 | The system shall place an armor upgrade bonus item in a random, unobstructed location on the game board at the start of each match. | Complete |
3.1.6 | The system shall place a boots upgrade bonus item in a random, unobstructed location on the game board at the start of each match. | Complete |
3.2.1 | When a unit travels onto a space occupied by a coin, the system shall add one coin to that unit's team's budget. | Untested |
3.2.2 | When a unit travels onto a space occupied by a token, the system shall draw one random token from the team's token source and add it to the team's inventory. | Complete |
3.2.3 | When a unit travels onto a space occupied by a snack, the system shall add one point to the unit's health up to that unit's maximum. | Untested |
3.2.4 | When a unit travels onto a space occupied by a weapon upgrade, the system shall apply a free upgrade to that unit's weapon. | Untested |
3.2.5 | When a unit travels onto a space occupied by an armor upgrade, the system shall apply a free upgrade to that unit's armor. | Untested |
3.2.6 | When a unit travels onto a space occupied by a boots upgrade, the system shall apply a free upgrade to that unit's movement stats. | Untested |
3.3 | The system shall remove a bonus item from the board after its effect has been applied. | Complete |
3.4 | The system shall place one invisible hazard in a random, unobstructed location on the game board at the start of each match. | Complete |
3.5 | When a unit travels into the space occupied by the random hazard, the system shall deduct one hit point from the unit. | Complete |
3.6 | When a unit is damaged by a random hazard, the user interface shall display a notification to all players indicating which unit was damaged but not revealing which space contains the hazard. | Complete |
3.7 | While loading the data from a map file, the system shall recognize identifiers for destructible containers and instantiate them onto the board accordingly. | Not started |
3.8 | The attack validator shall recognize destructible containers as valid targets to be attacked. | Not started |
3.9 | When a container is attacked, it is removed from the board and replaced by a random bonus item: a coin, a token, a snack, a weapon upgrade, an armor upgrade, or a boot upgrade. | Not started |
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