Requirements Definition of Legend of Tux: Difference between revisions
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= Functional Requirements = | |||
- Rooms must be 32 tiles by 24 tiles in size | - Rooms must be 32 tiles by 24 tiles in size | ||
- Tiles must be 32x32 pixels in size | - Tiles must be 32x32 pixels in size | ||
- The character the player controls must be a penguin | - The character the player controls must be a penguin | ||
- All enemies must be defeated to move to the next room | - All enemies must be defeated to move to the next room | ||
- There must be three different colored enemies | - There must be three different colored enemies | ||
- Hitting an enemy three times with the sword will kill it | - Hitting an enemy three times with the sword will kill it | ||
- The orb must be the same color as the enemy killed | - The orb must be the same color as the enemy killed | ||
- An enemy must drop an orb 50% of time time | - An enemy must drop an orb 50% of time time | ||
- Collecting an orb must push it onto a FIFO orb stack | - Collecting an orb must push it onto a FIFO orb stack | ||
- The player starts with 6 health, represented by 3 containers that deplete in halves | |||
- Getting hit by an enemy removes one health (half a container) | |||
- Holding the attack button for 2 seconds and releasing will shoot your weapon | |||
- Once the player is hit, the player will be invincible for 60 seconds | |||
- Once an enemy is hit, the enemy will be pushed back a set distance, so that the enemy can not be attacked unless the player moves towards it | |||
- The player's bounding box is 32 pixels wide by 64 pixels high | |||
-- The player's collision box with enemies is 32 x 64 pixels | |||
-- The player's collision box with blocks is 32 x32 pixels, offset 0 x 32 pixels (the player's head with overlap with blocks, but the feet won't) | |||
= Non-Functional Requirements = | |||
- Use SDL as the development environment | |||
- Use 1024 x 768 screen resolution | |||
- Use cygwin and gcc for compiling code | |||
- Use Blender for generating 3D models to make sprites | |||
- Use OGG format for background music | |||
- Use Audacity for converting music files to OGG |
Latest revision as of 10:20, 27 May 2016
Functional Requirements
- Rooms must be 32 tiles by 24 tiles in size
- Tiles must be 32x32 pixels in size
- The character the player controls must be a penguin
- All enemies must be defeated to move to the next room
- There must be three different colored enemies
- Hitting an enemy three times with the sword will kill it
- The orb must be the same color as the enemy killed
- An enemy must drop an orb 50% of time time
- Collecting an orb must push it onto a FIFO orb stack
- The player starts with 6 health, represented by 3 containers that deplete in halves
- Getting hit by an enemy removes one health (half a container)
- Holding the attack button for 2 seconds and releasing will shoot your weapon
- Once the player is hit, the player will be invincible for 60 seconds
- Once an enemy is hit, the enemy will be pushed back a set distance, so that the enemy can not be attacked unless the player moves towards it
- The player's bounding box is 32 pixels wide by 64 pixels high
-- The player's collision box with enemies is 32 x 64 pixels
-- The player's collision box with blocks is 32 x32 pixels, offset 0 x 32 pixels (the player's head with overlap with blocks, but the feet won't)
Non-Functional Requirements
- Use SDL as the development environment
- Use 1024 x 768 screen resolution
- Use cygwin and gcc for compiling code
- Use Blender for generating 3D models to make sprites
- Use OGG format for background music
- Use Audacity for converting music files to OGG