A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | |
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1 | ID | Title | Passes | User Story | Acceptance criteria | Reviewer: Theo | Reviewer: Mik | Reviewer: Tim | Reviewer: Matthew D | Reviewer: Julia | Reviewer: Matthew TP | ||||||||
2 | 1. Functional | 2. Non-functional | Pass/Fail | Note(s) | Pass/Fail | Note(s) | Pass/Fail | Note(s) | Pass/Fail | Note(s) | Pass/Fail | Note(s) | Pass/Fail | Note(s) | |||||
3 | 1 | GUI | 6 | As a player, I must be able to see a GUI consisting of a map subdivided into plots and should be able to gain information about the state of my freehold and my individual plots. | The entire map should be available to the userInformation about individual plots should be shown: Which player owns a plot Output of ore, energy, and food Roboticons installed The total amount of resources a user has must be shown on the GUI | The map must represent the university of York with at least 3 identifiable landmarks The map must be split into multiple evenly sized plots Each player must be uniquely identifiable on the map The GUI should load in less than 5 seconds | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
4 | 2 | Purchasing Land | 6 | As a player, I must be able to purchase plots of land to increase the size and productivity of my freehold | The player must be able to exchange currency for more land during the acquisition phase of the round | Plots will have different strengths and weaknesses in terms of production based on location and terrain type The player must be able to cancel a purchase to avoid accidental purchases | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
5 | 3 | Plot Modification | 6 | As a player, I must be able to buy and sell various modifications to my plots to increase productivity and/or style. | The system must provide a number of possible modifications to plots | The player must be able to view all modifications and choose one to install Installation must take less than a second | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
6 | 4 | Multiplayer | 6 | As a player, I must be able to play against someone else - whether that be a human or simulated player | A player must be able to choose whether to play against another human or the computer At least two users must be able to play the game together The players will take turns in playing | The simulated player should take no longer than 20 seconds to complete a round | Pass | Pass | Pass | Pass | However on discussion with the client, he advised that the combination of AI and human players was left to us. As such, we have the ability for one human to play against one-three AI players. All of these AI players complete their turn within the alloted time. | Pass | Pass | ||||||
7 | 5 | Round Structure | 6 | The game must be split into multiple rounds Each round should be made of 6 phases: 1. Purchase any unoccupied plots 2. Purchase and customise roboticons 3. Install roboticons on plots of land 4. The colony produces resources 5. Chancellor 6.The player can buy and sell resources Phases 2, 3 and 5 must be time limited. | It must be easy for the player to move between phases Changes between phases must take no longer than 5 seconds | Pass | Pass | Pass | Pass | Pass | Pass | ||||||||
8 | 6 | Roboticons | 6 | As a player, I must be able to purchase and customise my roboticons so they can produce more of certain amounts of resources | The player must be able to purchase roboticons from the market The market must have ore to produce roboticons The user must be able to purchase modifications for the roboticon at the market The user must be able to install modifications on roboticons The user must have the option to install a roboticon on a plot of land they own. | At the start of the game, the market has 12 roboticons | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
9 | 7 | Resources | 6 | As a player, I must be able to produce resources from my plots | Roboticons are required to produce resources During phase 4 the user's roboticons will generate resources across the freehold Food, energy and ore will be generated Different amount of resources will affect the rate of production | The resource production should not take more than 5 seconds The resource production should happen automatically | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
10 | 8 | Buying/selling resources | 6 | As a player, I must be able to buy and sell resources to the market. | The system must choose a market price based on resource abundance The player must be able to buy/sell resources from/to the market | At the start of the game, the market must have 16 units of food and energy and 0 units of ore At the start of the game, the player must have a small amount of money | Pass | Pass | Pass | Pass | Note, that as the auction had not been developed by the previous team, we were not required to develop this functionality. | Pass | Pass | ||||||
11 | 9 | Gambling | 6 | As a player, I must be able to enter the bar and either win or lose money. | The system must provide a minigame where the player can gamble with their money | The minigame must give feedback on the money won or lost | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
12 | 10 | Winning | 6 | As a player, I must be able to win or lose the game. | The system must assign a value to each resource at the end of the game, from which a player's final wealth is calculated The game must end on the round in which the last plot of land has been allocated. The player with the highest final wealth must be declared the winner and Vice-Chancellor of the colony | Pass | Pass | Pass | Pass | Pass | Pass | ||||||||
13 | 11 | Random Effects | 6 | As a player my gameplay should be augmented by positive and negative random effects to add to the overall game feeling and prevent stagnation. | There should be a chance each turn for an effect to influence gameplay that turn. Either the Player, or Player’s plot(s) may be the target of this effect The effects should be both positive and negative. So Players may sometimes benefit from them rather than being hampered. | Effects should be clearly displayed so the player can tell exactly what has happened to them | Pass | Pass | Pass | Pass | Pass | Pass | |||||||
14 | 12 | Players | 6 | As a player I should be able to chose how many players to play with. | The player should be able to choose between playing aginst one to three AIs | Pass | Pass | Pass | Pass | Pass | Pass | We limited the original requirement to only allow one Human player | |||||||
15 | 13 | Chancellor | 6 | The chancellor should appear for intervals of 1 second, three times over a maximum of 15 seconds. If the player sucessfully catches the chancellor they should be rewarded. | The chancellor sprite should be related to the University of York. | Pass | Pass | Pass | Pass | The chancellors sprite is that of the University of Yorks chancellors (Malcom Grant) | Pass | Pass | The original requirement from the client was modified slightly |