Skip to content
Snippets Groups Projects
Commit c8d5d84b authored by Ori Almog's avatar Ori Almog
Browse files

4.10 done

parent f27e948e
No related branches found
No related tags found
No related merge requests found
......@@ -352,37 +352,40 @@ It is assumed users will be utilizing the product in a 64 bit Linux environment,
\subsection{Risks}
\begin{itemize}
\item \textbf{Computer Usage Risks} - There are several risks associated with computer usage. This is often a subject matter that is discussed thoroughly in an office environment, where computers see frequent, daily usage.
\begin{itemize}
\item When using a computer, there is an ergonomic risk involved. Improper usage of the computer can lead to aches in various parts of the body, including back, neck, hands, and chest.
\item There is also a significant risk of eye aches, along with other vision problems.
\item Repetitive motion is another factor that could cause discomfort when using a computer.
\item \textbf{Computer Usage Risks} - There are several risks associated with computer usage. This is often a subject matter that is discussed thoroughly in an office environment, where computers see frequent, daily usage.
\begin{itemize}
\item When using a computer, there is an ergonomic risk involved. Improper usage of the computer can lead to aches in various parts of the body, including back, neck, hands, and chest.
\item There is also a significant risk of eye aches, along with other vision problems.
\item Repetitive motion is another factor that could cause discomfort when using a computer.
\end{itemize}
\item \textbf{Offensive Content} - The game draws heavily from fantasy, involving themes of violence, fear, and witchcraft. While these elements are only displayed in a textual context, certain cultures and societies may find such elements offensive or disturbing.
\item \textbf{Anger} - The game is not easy. Frustration could easily overcome the player, especially when he/she has progressed far into the game. Anger management issues are widespread, and evidence of anger due to video games is easily found.
\end{itemize}
\item \textbf{Offensive Content} - The game draws heavily from fantasy, involving themes of violence, fear, and witchcraft. While these elements are only displayed in a textual context, certain cultures and societies may find such elements offensive or disturbing.
\item \textbf{Anger} - The game is not easy. Frustration could easily overcome the player, especially when he/she has progressed far into the game. Anger management issues are widespread, and evidence of anger due to video games is easily found.
\end{itemize}
\subsection{Costs}
The project's costs will be extremely limited. With the original being open source, there are no licensing concerns to worry about. In addition, all software used in the project is free and potentially open-source. The only potential costs involved is the electricity required to run the development machines.
The project's costs will be extremely limited. With the original being open source, there are no licensing concerns to worry about. In addition, all software used in the project is free and potentially open-source. The only potential costs involved is the electricity required to run the development machines.
\subsection{User Documentation and Training}
If a modern user tried to play the original Rogue, they would not have an easy time getting started. The controls are not intuitive, and interface even less so. With the final product, a brief document explaining the game will be provided. The document will include things like controls, goals, and basics on how the game works. After reading the document, the user should be fairly capable of playing the game. Of course, with time the user shall become more proficient.
If a modern user tried to play the original Rogue, they would not have an easy time getting started. The controls are not intuitive, and interface even less so. With the final product, a brief document explaining the game will be provided. The document will include things like controls, goals, and basics on how the game works. After reading the document, the user should be fairly capable of playing the game. Of course, with time the user shall become more proficient.
\subsection{Waiting Room}
The waiting room prescribes objectives, requirements, and features that could be implemented in future iterations. The following is a list of such features, for which consideration was given but time could not allow for:
\begin{itemize}
\item \textbf{Graphics} - Many modern remakes of the original Rogue feature modern graphics, using 16x16, 32x32, or even 64x64 tilesets. These vastly improve the experience, at the cost of no longer being able to run in the terminal.
\item \textbf{More Monsters} - The original Rogue has 1 monster per letter of the alphabet, for a total of 26. This is a pretty small number of enemies, and is definitely something that could be expanded.
\item \textbf{Language Translations} - The project is presently written in English, but support for more languages is a reasonable feature to have. Having more language support would open up accessibility to more users and encourage engagement.
\item \textbf{Tutorial Mode} - There is no denying it: Rogue is a difficult game. It is frustrating and hard to understand, yet rewarding at the end of it all. Overcoming the initial barrier to play is critical. Introducing a tutorial mode would be supremely beneficial to new players learning the ropes.
\end{itemize}
The waiting room prescribes objectives, requirements, and features that could be implemented in future iterations. The following is a list of such features, for which consideration was given but time could not allow for:
\begin{itemize}
\item \textbf{Language Translations} - The project is presently written in English, but support for more languages is a reasonable feature to have. Having more language support would open up accessibility to more users and encourage engagement.
\item \textbf{Tutorial Mode} - There is no denying it: Rogue is a difficult game. It is frustrating and hard to understand, yet rewarding at the end of it all. Overcoming the initial barrier to play is critical. Introducing a tutorial mode would be supremely beneficial to new players learning the ropes.
\end{itemize}
\subsection{Ideas for Solutions}
\begin{itemize}
\item \textbf{Graphics} - Many modern remakes of the original Rogue feature modern graphics, using 16x16, 32x32, or even 64x64 tilesets. These vastly improve the experience, at the cost of no longer being able to run in the terminal.
\item \textbf{More Monsters} - The original Rogue has 1 monster per letter of the alphabet, for a total of 26. This is a pretty small number of enemies, and is definitely something that could be expanded.
\end{itemize}
\newpage
\
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment