Skip to content

Latest commit

 

History

History
57 lines (51 loc) · 2.37 KB

USE_CASES.md

File metadata and controls

57 lines (51 loc) · 2.37 KB

USE CASES:

GAME AUTHORING ENVIRONMENT:

  • Author initializes newly created game
  • Author sets global game properties
  • Author sets map image and adds tiles to map
  • Author creates custom structure
  • Author creates custom tile
  • Author creates a custom unit
  • Author adds custom property to unit
  • Author sets a unit’s display image
  • Author tries to initialize a unit in the same tile as another unit
  • Author sets a new splash screen
  • Author creates a unit that has a special attack based on the type of unit it is attacking
  • Author sets abilities to unit
  • Author adds another level to the game and defines how that level is loaded (sequentially, user picked, etc)
  • Author assigns reactions to interactions (i.e., what happens when a key is pressed or the mouse is moved)
  • Author loads previously created games to be edited again or modded

GAME PLAYER:

  • Player brings up list of games to choose from
  • Player chooses a map to play in chosen game
  • Player scrolls around the map
  • Player ends turn
  • Player saves a gamestate
  • Player loads a gamestate
  • HUD displays of resources decrements after building a structure
  • Player switches games repeatedly without quitting
  • Player clicks on a unit to see the available commands (Move and Attack by default)
  • Game player draws the map with “fog of war” (tiles you have not seen).

GAME DATA:

  • Created game data is saved to file
  • Created game data is loaded into editor
  • Game data is uploaded to cloud storage
  • Games are loaded from cloud storage
  • Gamestate written to file
  • Gamestate loaded from file
  • High scores loaded from cloud

GAME ENGINE:

  • Unit moves with custom groovy code attached by author
  • Author clicks “Build” in authoring environment to check for compile errors
  • Level ends with custom behavior defined by author
  • Check if game is complete after player turn ends
  • Unit attacks another unit and battle takes place(events in a game)
  • Decide where the unit can move
  • Decide where the unit can attack.
  • Decide if/where a structure can be built.
  • Decide which units can be built from the structure
  • Decides changing unit/structure images reflecting changes in state (i.e. animations if we implement it)
  • Decide on how much of the map has been explored.
  • Decide if the unit can use an ability.
  • Decide what happens after a battle (death of a unit, hp reduction, additional effects)(turn update)
  • Check goal is reached at a level