Friday, May 18, 2012

Milestone 3, Here I Come

Bad news about Milestone 2. Apparently, in order to correct the defects listed in the last post, I will have to redesign the combat evaluator to separate more of the functionality into different methods for handling the more specialized Power Tokens. Since the project is already behind schedule, what can I do about this?

Nothing, I'm afraid. My current strategy is to document the defects in the Milestone 2 requirements and move on to Milestone 3. I will return to the combat evaluator at the end of the capstone phase if there is time. Otherwise, the capstone version of TLC will simply be known to be defective, and these defects will be corrected post-graduation.

So I'm turning my attention to Milestone 3 now, which is defined as follows:

Milestone 3: The Game World Environment

Requirement ID Description Dependencies
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. None.
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. None.
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. None.
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. None.
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. None.
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. None.
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. 3.1.1
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. 3.1.2
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. 3.1.3
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. 3.1.4
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. 3.1.5
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. 3.1.6
3.3 The system shall remove a bonus item from the board after its effect has been applied. 3.2
3.4 The system shall place one invisible hazard in a random, unobstructed location on the game board at the start of each match. None.
3.5 When a unit travels into the space occupied by the random hazard, the system shall deduct one hit point from the unit. 3.2
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. 3.5
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. None.
3.8 The attack validator shall recognize destructible containers as valid targets to be attacked. 1.1
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. 3.1, 3.8

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