Legend
| Assessment | Description |
|---|---|
Requirement fully met |
|
Requirement partially met |
|
Requirement not met |
Functional Requirements
| ID | Description | Assessment | Notes |
|---|---|---|---|
Player |
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PL-1 |
Player becomes idle when stopped |
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PL-2 |
Player moves with W/A/S/D input |
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PL-3 |
Player input controls velocity, not position directly |
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PL-4 |
Player attacks (with appropriate sprites) with Z/N input |
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PL-5 |
Player is damaged when colliding with enemies |
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PL-6 |
Player has finite health that is accurately tracked |
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PL-7 |
Player cannot move through walls |
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PL-8 |
Player cannot move through barrier tiles |
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PL-9 |
Player collision with open doors triggers room transition |
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PL-10 |
Player collision with locked door opens door if key count is non-zero |
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PL-11 |
Player is damaged when colliding with enemy projectiles |
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PL-12 |
Player starts with sword and empty inventory |
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PL-13 |
Player rupee count decrements when firing an arrow |
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PL-14 |
Player requires bow pick-up to fire arrows |
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PL-15 |
Player bomb count decrements when using bomb |
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PL-16 |
Player key count decrements when unlocking door |
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Level |
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LVL-1 |
Complete dungeon, at least 9 rooms |
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LVL-2 |
Each room fully described by text file read at run-time |
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LVL-3 |
Each room has at least one door transition |
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LVL-4 |
All item pick-ups are present in the level at least once |
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LVL-5 |
All enemies are present in the level at least once |
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LVL-6 |
One room has a boss enemy |
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LVL-7 |
One room has the triforce pickup |
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LVL-8 |
Each room is composed of a grid of blocks |
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LVL-9 |
At least 3 block types must be barriers |
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LVL-10 |
Optional Implement a spatial partitioning mechanism |
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LVL-11 |
Dungeon contains 2D "side-scroll" room |
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LVL-12 |
At least one bombable wall door transition is present |
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Items |
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ITM-1 |
At least 5 unique pick-up items |
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ITM-2 |
Item disappears when "picked-up" |
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ITM-3 |
Items draw with appropriate sprites |
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ITM-4 |
Rupee pick-up increments player rupee count |
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ITM-5 |
Bomb pick-up increments player bomb count |
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ITM-6 |
Key pick-up increments player key count |
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ITM-7 |
Bow pick-up allows Link to shoot arrows |
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Enemies |
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EMY-1 |
At least 3 unique enemies |
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EMY-2 |
At least 1 unique boss enemy |
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EMY-3 |
Enemies draw with appropriate sprites |
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EMY-4 |
Enemies must be animated |
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EMY-5 |
Enemies must have unique movement patterns |
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EMY-6 |
At least 1 enemy must shoot projectiles |
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EMY-7 |
At least 1 boss enemy must shoot projectiles |
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EMY-8 |
Enemies take damage (flash or disassear) when hit by Link’s attack |
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EMY-9 |
Enemies take damage (flash or disassear) when hit by Link’s projectiles |
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EMY-10 |
Enemies cannot move through walls |
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EMY-11 |
Enemies cannot move through barrier tiles |
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EMY-12 |
Enemies cannot move through doors |
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EMY-13 |
Enemies disappear when health reaches zero |
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Projectiles |
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PRJ-1 |
Arrows are terminated on collision with walls |
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PRJ-2 |
Arrows are terminated on collision with barrier tiles |
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PRJ-3 |
Boomerang returns to Link or his original position when thrown |
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HUD |
|||
HUD-1 |
Minimap shows Links position in lower HUD |
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HUD-2 |
Key/bomb/rupee count is shown in lower HUD |
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HUD-3 |
Player health is shown in lower HUD as hearts |
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HUD-4 |
Active item is shown in lower HUD |
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HUD-5 |
All rooms are shown in minimap in lower HUD if map item has been picked up |
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HUD-6 |
Minimap shows Triforce position in lower HUD if compass item has been picked up |
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HUD-7 |
Compass pick-up shown in upper HUD if compass has been picked up |
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HUD-8 |
Map pick-up shown in upper HUD if map has been picked up |
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HUD-9 |
Active item is shown in upper HUD |
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HUD-10 |
Inventory accurately reflects what has been picked up |
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HUD-11 |
Inventory allows selection of active item |
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HUD-12 |
Upper map shows rooms Link has visited |
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HUD-13 |
Upper map shows all rooms if map has been picked up |
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HUD-14 |
Upper map shows possible room transitions |
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Audio |
|||
AUD-1 |
Link has attack sounds |
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AUD-2 |
Link has pick-up sounds |
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AUD-3 |
Link has item use sounds |
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AUD-4 |
Enemies have attack sounds |
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AUD-5 |
Inventory selection has sounds |
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AUD-6 |
Background music is played |
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AUD-7 |
Backgound music can be paused with M |
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General Notes:
Other Deliverables
| ID | Description | Assessment | Notes |
|---|---|---|---|
OTH-1 |
README file |
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OTH-2 |
Sprint Reflection |
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OTH-3 |
Code Analysis/Tool Usage |
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OTH-4 |
Requirements Document |
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OTH-5 |
Design Document |
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OTH-6 |
Code Review |
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OTH-7 |
Task/Project/Issue Tracking |
General Notes: