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Commit 3bc4b109 authored by Ori Almog's avatar Ori Almog
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Styled FR

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......@@ -27,8 +27,8 @@
\newcolumntype{L}[1]{>{\raggedright\let\newline\\\arraybackslash\hspace{0em}}p{#1}}
\newcommand{\freq}[1]{
\stepcounter{FRCounter}
\item[] \textbf{\theFRCounter.} #1
\hfill\stepcounter{FRCounter}FR.\textbf{\theFRCounter}
& #1
}
\newcommand{\spec}[3]{
......@@ -173,59 +173,59 @@ It is assumed users will be utilizing the product in a 64 bit Linux environment,
This section will specify the functional requirements of the Rogue++ project. They are numerous, scattered, and interdependent, therefore an attempt shall be made to organize them into cascading, logical segments.
\subsubsection{Basic mechanics}
\begin{itemize}
\freq{The player should be able to start a new game}
\freq{The player should be able to save the current game by name}
\freq{The player should be able to load previous games by name}
\freq{The player should be able to quit the game}
\freq{The player must always begin with the default level 1 hero}
\freq{The player must always see their hero's statistics}
\freq{The game must wait until the user takes an action to manipulate the environment}
\end{itemize}
\begin{tabular}{p{0.1\linewidth}p{0.9\linewidth}}
\freq{The player should be able to start a new game}\\
\freq{The player should be able to save the current game by name}\\
\freq{The player should be able to load previous games by name}\\
\freq{The player should be able to quit the game}\\
\freq{The player must always begin with the default level 1 hero}\\
\freq{The player must always see their hero's statistics}\\
\freq{The game must wait until the user takes an action to manipulate the environment}\\
\end{tabular}
\subsubsection{Interaction}
\begin{itemize}
\freq{The player should be able to view detailed information about the hero}
\freq{The player should be able to view detailed information about the surrounding environment}
\freq{The player should be able to pass the turn}
\freq{The player should be able to walk around}
\freq{The player should be able to open and close doors}
\end{itemize}
\begin{tabular}{p{0.1\linewidth}p{0.9\linewidth}}
\freq{The player should be able to view detailed information about the hero}\\
\freq{The player should be able to view detailed information about the surrounding environment}\\
\freq{The player should be able to pass the turn}\\
\freq{The player should be able to walk around}\\
\freq{The player should be able to open and close doors}\\
\end{tabular}
\subsubsection{The Dungeon}
\begin{itemize}
\freq{The player must begin at the dungeon's first level}
\freq{The game must generate each dungeon level one at a time}
\freq{Each level must have a downwards staircase}
\freq{Every level must generate rooms, corridors, monsters, treasure, and traps}
\freq{The player must be able to see in a 3x3 square centered on the hero}
\freq{The player must be able to see the entire room the hero is in, if the hero is in a room}
\freq{The player should see the outline of dungeon areas previously explored}
\freq{The player should be able to search for hidden doors}
\freq{The player should not be able to see hidden doors without explicitly searching for them}
\freq{The Amulet of Yendor must be generated in level 26}
\end{itemize}
\begin{tabular}{p{0.1\linewidth}p{0.9\linewidth}}
\freq{The player must begin at the dungeon's first level}\\
\freq{The game must generate each dungeon level one at a time}\\
\freq{Each level must have a downwards staircase}\\
\freq{Every level must generate rooms, corridors, monsters, treasure, and traps}\\
\freq{The player must be able to see in a 3x3 square centered on the hero}\\
\freq{The player must be able to see the entire room the hero is in, if the hero is in a room}\\
\freq{The player should see the outline of dungeon areas previously explored}\\
\freq{The player should be able to search for hidden doors}\\
\freq{The player should not be able to see hidden doors without explicitly searching for them}\\
\freq{The Amulet of Yendor must be generated in level 26}\\
\end{tabular}
\subsubsection{Equipment}
\begin{itemize}
\freq{The game should maintain an inventory of player items}
\freq{The player should be able to view the inventory}
\freq{The game should limit the player's inventory based on the weight of its contents}
\freq{The player should be able to add, drop, use, hold, and remove objects from the inventory}
\freq{Scrolls, rings, and wands should have meaningless names until identified}
\freq{Scrolls, rings, and wands should be usable}
\freq{The player should be able to identify items}
\freq{The player should not be able to remove cursed items}
\freq{Player armor should be able to deteriorate}
\end{itemize}
\begin{tabular}{p{0.1\linewidth}p{0.9\linewidth}}
\freq{The game should maintain an inventory of player items}\\
\freq{The player should be able to view the inventory}\\
\freq{The game should limit the player's inventory based on the weight of its contents}\\
\freq{The player should be able to add, drop, use, hold, and remove objects from the inventory}\\
\freq{Scrolls, rings, and wands should have meaningless names until identified}\\
\freq{Scrolls, rings, and wands should be usable}\\
\freq{The player should be able to identify items}\\
\freq{The player should not be able to remove cursed items}\\
\freq{Player armor should be able to deteriorate}\\
\end{tabular}
\subsubsection{Combat}
\begin{itemize}
\freq{Each monster must have its own statistics}
\freq{Each monster must calculate a plan of action}
\freq{Monsters must only attack the player, not other monsters}
\freq{Every in-game entity must be defeatable}
\end{itemize}
\begin{tabular}{p{0.1\linewidth}p{0.9\linewidth}}
\freq{Each monster must have its own statistics}\\
\freq{Each monster must calculate a plan of action}\\
\freq{Monsters must only attack the player, not other monsters}\\
\freq{Every in-game entity must be defeatable}\\
\end{tabular}
\newpage
......
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