Legend

Assessment Description

Requirement fully met

Requirement partially met

Requirement not met

Functional Requirements

ID Description Assessment Notes

Player

PL-1

Player becomes idle when stopped

PL-2

Player moves with W/A/S/D input

PL-3

Player input controls velocity, not position directly

PL-4

Player attacks (with appropriate sprites) with Z/N input

PL-5

Player is damaged when colliding with enemies

PL-6

Player has finite health that is accurately tracked

PL-7

Player cannot move through walls

PL-8

Player cannot move through barrier tiles

PL-9

Player collision with open doors triggers room transition

PL-10

Player collision with locked door opens door if key count is non-zero

PL-11

Player is damaged when colliding with enemy projectiles

PL-12

Player starts with sword and empty inventory

PL-13

Player rupee count decrements when firing an arrow

PL-14

Player requires bow pick-up to fire arrows

PL-15

Player bomb count decrements when using bomb

PL-16

Player key count decrements when unlocking door

Level

LVL-1

Complete dungeon, at least 9 rooms

LVL-2

Each room fully described by text file read at run-time

LVL-3

Each room has at least one door transition

LVL-4

All item pick-ups are present in the level at least once

LVL-5

All enemies are present in the level at least once

LVL-6

One room has a boss enemy

LVL-7

One room has the triforce pickup

LVL-8

Each room is composed of a grid of blocks

LVL-9

At least 3 block types must be barriers

LVL-10

Optional Implement a spatial partitioning mechanism

LVL-11

Dungeon contains 2D "side-scroll" room

LVL-12

At least one bombable wall door transition is present

Items

ITM-1

At least 5 unique pick-up items

ITM-2

Item disappears when "picked-up"

ITM-3

Items draw with appropriate sprites

ITM-4

Rupee pick-up increments player rupee count

ITM-5

Bomb pick-up increments player bomb count

ITM-6

Key pick-up increments player key count

ITM-7

Bow pick-up allows Link to shoot arrows

Enemies

EMY-1

At least 3 unique enemies

EMY-2

At least 1 unique boss enemy

EMY-3

Enemies draw with appropriate sprites

EMY-4

Enemies must be animated

EMY-5

Enemies must have unique movement patterns

EMY-6

At least 1 enemy must shoot projectiles

EMY-7

At least 1 boss enemy must shoot projectiles

EMY-8

Enemies take damage (flash or disassear) when hit by Link’s attack

EMY-9

Enemies take damage (flash or disassear) when hit by Link’s projectiles

EMY-10

Enemies cannot move through walls

EMY-11

Enemies cannot move through barrier tiles

EMY-12

Enemies cannot move through doors

EMY-13

Enemies disappear when health reaches zero

Projectiles

PRJ-1

Arrows are terminated on collision with walls

PRJ-2

Arrows are terminated on collision with barrier tiles

PRJ-3

Boomerang returns to Link or his original position when thrown

HUD

HUD-1

Minimap shows Links position in lower HUD

HUD-2

Key/bomb/rupee count is shown in lower HUD

HUD-3

Player health is shown in lower HUD as hearts

HUD-4

Active item is shown in lower HUD

HUD-5

All rooms are shown in minimap in lower HUD if map item has been picked up

HUD-6

Minimap shows Triforce position in lower HUD if compass item has been picked up

HUD-7

Compass pick-up shown in upper HUD if compass has been picked up

HUD-8

Map pick-up shown in upper HUD if map has been picked up

HUD-9

Active item is shown in upper HUD

HUD-10

Inventory accurately reflects what has been picked up

HUD-11

Inventory allows selection of active item

HUD-12

Upper map shows rooms Link has visited

HUD-13

Upper map shows all rooms if map has been picked up

HUD-14

Upper map shows possible room transitions

Audio

AUD-1

Link has attack sounds

AUD-2

Link has pick-up sounds

AUD-3

Link has item use sounds

AUD-4

Enemies have attack sounds

AUD-5

Inventory selection has sounds

AUD-6

Background music is played

AUD-7

Backgound music can be paused with M

General Notes:

Other Deliverables

ID Description Assessment Notes

OTH-1

README file

OTH-2

Sprint Reflection

OTH-3

Code Analysis/Tool Usage

OTH-4

Requirements Document

OTH-5

Design Document

OTH-6

Code Review

OTH-7

Task/Project/Issue Tracking

General Notes:

Code Quality

Player

Level

Collision

Input

HUD

Audio

Game States