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IDTitlePassesUser StoryAcceptance criteriaReviewer:Passed?Reviewer:Passed?Reviewer:Passed?Reviewer:Passed?Reviewer:Passed?Yes
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1. Functional2. Non-functionalKieranJackMartynasJoeNicoNo
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1GUI5As a player, I must be able to see a GUI consisting of a map subdivided into plots and should be able to gain information about the state of my freehold and my individual plots.The entire map should be available to the userInformation about individual plots should be shown: Which player owns a plot Output of ore, energy, and food Roboticons installed The total amount of resources a user has must be shown on the GUIThe map must represent the university of York with at least 3 identifiable landmarks The map must be split into multiple evenly sized plots Each player must be uniquely identifiable on the map The GUI should load in less than 5 secondsYesYesYesYesYes
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2Purchasing Land5As a player, I must be able to purchase plots of land to increase the size and productivity of my freeholdThe player must be able to exchange currency for more land during the acquisition phase of the roundPlots will have different strengths and weaknesses in terms of production based on location and terrain type The player must be able to cancel a purchase to avoid accidental purchasesTiles all have base values which represent their icon, a random value is then added to that tile to prevent all tiles being identical and adding another element to strategyYesAccidental purchases are avoided by the requirement for the player to click twice to acquire a land plotYesYesEach plot costs 10 gold: if a player lacks the money to buy a plot, then they are allowed to skip acquiring a tileYesHill tiles tend to have more ore output, water with more energy output etc.Yes
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3Plot Modification5As a player, I must be able to buy and sell various modifications to my plots to increase productivity and/or style.The system must provide a number of possible modifications to plotsThe player must be able to view all modifications and choose one to install Installation must take less than a secondYesYes, the roboticons working on a tile can be customised to increase yield of ore, food or energyYesYesThe user story refers to selling plot modifications. The system meets this with Roboticons and their customisationYesModifications implemeted with roboticons.Yes
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4Multiplayer5As a player, I must be able to play against someone else - whether that be a human or simulated playerA player must be able to choose whether to play against another human or the computer At least two users must be able to play the game together The players will take turns in playingThe simulated player should take no longer than 20 seconds to complete a roundAI play is unseen, but the entire turn takes less than 20 secs, rounds are almost instantYesAI phase happens instantaneously YesYesUsers are presented with options to play against other people or against the game itself on the main menuYesAI seems to complete round instantaneouslyYes
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5Round Structure5The game must be split into multiple rounds Each round should be made of 5 phases:1. Purchase any unoccupied plots
2. Purchase and customise roboticons
3. Install roboticons on plots of land
4. The colony produces resources
5.The player can buy and sell resources
Phases 2 & 3 must be time limited.
It must be easy for the player to move between phases Changes between phases must take no longer than 5 secondsYesYesYesChanges between phases occur instantaneously, although the phases themselves may last for different amounts of timeYesYes
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6Roboticons5As a player, I must be able to purchase and customise my roboticons so they can produce more of certain amounts of resourcesThe player must be able to purchase roboticons from the market The market must have ore to produce roboticons The user must be able to purchase modifications for the roboticon at the market The user must be able to install modifications on roboticons The user must have the option to install a roboticon on a plot of land they own.At the start of the game, the market has 12 roboticonsYesYesYesRoboticons can be bought and then immediately customised in the roboticon market, which shows up in phase 2YesYes
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7Resources5As a player, I must be able to produce resources from my plotsRoboticons are required to produce resources During phase 4 the user's roboticons will generate resources across the freehold Food, energy and ore will be generated Different amount of resources will affect the rate of productionThe resource production should not take more than 5 seconds The resource production should happen automaticallyProduction happens YesYesYesResource production happens automatically during phase 4: a window pops up during this phase to indicate the current player's gains, tooYesYes
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8Buying/selling resources5As a player, I must be able to buy and sell resources to other players through an auction, or to the market at a fixed price so that I can maximise my wealth and productivity.The system must provide an auction facility, where the other player and the market bid for resources The system must choose a market price based on resource abundance The player must be able to buy/sell resources from/to the marketAt the start of the game, the market must have 16 units of food and energy and 0 units of ore At the start of the game, the player must have a small amount of moneyProvided auction means the market and just the market, then yesYesAuction takes place between just the current player and the market and prices vary with supply/demand mechanicsYesYesYesYes
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9Gambling5As a player, I must be able to enter the bar and either win or lose money.The system must provide a minigame where the player can gamble with their moneyThe minigame must give feedback on the money won or lostMoney won and lost for that round of gambling is clearly displayedYesYesYesThe gambling interface is integrated into the market screen (under the guise of a "pub")YesYes
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10Winning5As a player, I must be able to win or lose the game.The system must assign a value to each resource at the end of the game, from which a player's final wealth is calculated The game must end on the round in which the last plot of land has been allocated. The player with the highest final wealth must be declared the winner and Vice-Chancellor of the colonyTested in our test version of the game which allows infitinite tile purchases in phase 1YesYesYesThe game-board is checked at the end of every turn to see if all tiles have been claimed: if they are, then the game will end at that point and a winner will be determinedYesYes
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11Random Effects5As a player my gameplay should be augmented by positive and negative random effects to add to the overall game feeling and prevent stagnation.There should be a chance each turn for an effect to influence gameplay that turn. Either the Player, or Player’s plot(s) may be the target of this effect The effects should be both positive and negative. So Players may sometimes benefit from them rather than being hampered.Effects should be clearly displayed so the player can tell exactly what has happened to themYesYesYesEffects are individually set to have a 2% chance of occurring at the beginning of each turn, and can either affect players' resources or what certain plots produceYesYes