Legend
| Assessment | Description |
|---|---|
Requirement fully met |
|
Requirement partially met |
|
Requirement not met |
Functional Requirements
| ID | Description | Assessment |
|---|---|---|
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 can use 3+ unique items (1/2/3) |
|
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 is damaged when colliding with enemy projectiles |
|
Level |
||
LVL-1 |
At least three unique rooms |
|
LVL-2 |
Each room fully described by text file read at run-time |
|
LVL-3 |
Each room has at least one open door transition |
|
LVL-4 |
Each room has at least one item pick-up |
|
LVL-5 |
Each room has at least one enemy |
|
LVL-6 |
One room has a boss enemy |
|
LVL-7 |
Each room is composed of a grid of blocks |
|
LVL-8 |
At least 3 block types must be barriers |
|
LVL-9 |
Optional Implement a spatial partitioning mechanism |
|
Items |
||
ITM-1 |
At least 5 unique pick-up items |
|
ITM-2 |
Item disappears when "picked-up" |
|
ITM-3 |
Items draw with appropriate sprites |
|
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 |
|
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 |
|
Notes:
Other Deliverables
| ID | Description | Assessment |
|---|---|---|
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 |
Notes: