Techdemo:UseCases

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This article is currently only a draft

Feel free to add, edit or delete. Nothing final is written here.


Contents

[edit] Introduction

This article contains use cases for all planned features of the island_demo.

[edit] Terminology

  • Player : The user of the game. The real person in the real life.
  • Character : The avatar of the player in game.

[edit] Character choice [DROP]

[edit] ID

TD_CHARACTER_CHOICE [DROP]

[edit] Summary

The player select a character (male or female).

[edit] Preconditions

Game should be started.

[edit] Triggers

The player selected "New Game"

[edit] Basic course of events

  1. The player see two black and white images of two different character (Male or female)
  2. The player select one of the two character and the image is colored
  3. The player types character name on player name widget
  4. The player select "Accept"
  5. The game start with the introduction cinematic.

[edit] Alternative paths

2. The player forget to select a character gender and a dialog appear "Please select a gender"

3. The player forget to enter a name and a dialog appear "Please enter a name"

What kind of branching could apply to the use case so it leads to a different temporary or even final outcome compared to what's described in the course of events section.

[edit] Postconditions

  • The player should have select a gender.
  • The player should have enter a name.

[edit] Screenshot

[edit] Notes

[edit] Dialog

[edit] ID

TD_DIALOG

[edit] Summary

This is a general use case in the dialog.

[edit] Preconditions

  • The game must be in progress
  • The character should be near enough of the NPC

OR

  • An NPC should be near enough of the character
  • The character shouldn't be busy

[edit] Triggers

  • Player should click on a NPC

OR

  • It can be triggered by the engine when the NPC is near enough

[edit] Basic course of events

  1. Player click on the NPC
  2. The game is paused. The player cannot click anywhere else than the window at #3.
  3. A window open, the NPC talk and the player has a choice in various response or not­.
  4. The player click on his choice
  5. The NPC respond and it loop form the step 3 until the end of the conversation.

[edit] Alternative paths

[edit] Postconditions

[edit] Screenshot

[1]

[edit] Notes

[edit] Movement

[edit] ID

TD_Movement

[edit] Summary

The movement of the character

[edit] Preconditions

  • The game shouldn't be on pause.
  • The character shouldn't be stuck.

[edit] Triggers

The player click on a location

[edit] Basic course of events

  1. The character move to the location
  2. If the click is hold, the character follow the mouse

[edit] Alternative paths

1. If the location isn't movable, the character move the nearest

[edit] Postconditions

2. The player should release the mouse.

[edit] Screenshot

[2]

[edit] Notes

[edit] Beekeeper

[edit] ID

TD_BEEKEEPER

[edit] Summary

The first conversation with the beekeeper

[edit] Preconditions

  • The dialog condition should be respected

[edit] Triggers

  • The player click on the beekeeper

[edit] Basic course of events

  1. The game is paused
  2. The beekeeper tell about about what he need help
  3. The player click continue...
  4. The cinematic start
  5. The player click accept...

[edit] Alternative paths

5. If the player click decline, a swamp of bee attack the character and he die in monstrous pain

[edit] Postconditions

[edit] Screenshot

[3] (joke)

[edit] Notes

[edit] Seller (monk)

[edit] ID

TD_MERCHANT

[edit] Summary

General case with seller

[edit] Preconditions

See dialog

[edit] Triggers

  • The player must click on the seller
  • The player must select Buy/sell on the pop-up windows

[edit] Basic course of events

  1. The game is paused
  2. The player click on the stuff he want to buy in the inventory of the seller. (right click, or drag in the character's inventory)
  3. The user click on the stuff he want to sell in his inventory. (right click, or drag in character's inventory)
  4. Loop until the player click the exit button.

[edit] Alternative paths

2.1 If the character don't have enough money, the stuff return in the seller inventory.

[edit] Postconditions

  • The character loose or gain money.

[edit] Screenshot

[4]

[edit] Notes

[edit] Finding (matches)

[edit] ID

TD_FINDING

[edit] Summary

The character find something

[edit] Preconditions

The cursor must be on a "triggerable" object

[edit] Triggers

The player click on the "triggerable" object

[edit] Basic course of events

  1. An animation start for the object
  2. A pop-up open and it shows which items the object contain.
  3. The player click on the item to take it.

[edit] Alternative paths

0. If the character is not near enough, the character move beside it.

1. If the character move before the animation finish, the animation is stopped and the use case too.

2.1 The object can contain nothing. Then, the pop-up doesn't open.

3. If the player don't click on the item, the item left on the item who is triggerable.

[edit] Postconditions

  • The object looted goes in the inventory of the character.
  • The object is not triggerable anymore.

[edit] Screenshot

[5]

[edit] Notes

[edit] Battles

[edit] ID

TD_BATTLES

[edit] Summary

The character battle a bee.

[edit] Preconditions

  • The foe must be hostile

[edit] Triggers

  • The player click on a bee

OR

  • The character goes into the sight of the bee.

[edit] Basic course of events

  1. An animation of the attack is displayed
  2. A number appear over the head of those who receive the damage briefly
  3. Loop until one of the postcondition is finished

[edit] Alternative paths

0. If the character is not near enough of the bee, the character in the range for attack the bee.

1. If the character move during the animation, the attack is interrupt.

2. If it's a critical hit, the number is bigger.

[edit] Postconditions

  • The character has 0 life

OR

  • The bee has 0 life

OR

  • The character runs away

[edit] Screenshot

[edit] Notes

  • The bee don't run away

[edit] Object interaction

[edit] ID

TD_OBJECT

[edit] Summary

The character use an object (A) on object (B)

[edit] Preconditions

  • The character should has the object (A) in his inventoryo

[edit] Triggers

  • The player clicks on the object (B)

[edit] Basic course of events

  1. An animation is displayed
  2. An reaction is displayed.

[edit] Alternative paths

[edit] Postconditions

[edit] Screenshot

[edit] Notes

[edit] Game over

[edit] ID

TD_GAME_OVER

[edit] Summary

Game over.

[edit] Preconditions

[edit] Triggers

  • The character has 0 or less hit points.

OR

  • The game is at the end of the storyline

[edit] Basic course of events

  1. Black Screen displaying "Game Over"
  2. Return to the main screen

[edit] Alternative paths

[edit] Postconditions

[edit] Screenshot

[6]

[edit] Notes

[edit] Log

  • First Draft.

--Pierluc.caronstpierre 02:35, 23 January 2008 (CET)

  • Terminology added

--Pierluc.caronstpierre 22:34, 23 January 2008 (CET)

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