Cis 1250 lec 7
- Concerns the player’s ability to negotiate the landscape
- Concerns the ignition of the blocks in the playing field, and how fire spreads between blocks.
- Concerns the collapse of objects and blocks in the playing field as a result of fire
The player’s Avatar is a glowing ball of fire, considered to be 1 unit in diameter.
The player’s abilities are as follows:
- Around the environment. The play turns left and right, and pushed forward to move (relative controls).
- Up to a (relative) height determined by the heat of the ball. The characteristics of the jump are that the player rises rapidly up to their max (relative) height, and then slowly descend.
- Blocks is achieved simply by pushing into them. If the player is just hot enough to ignite a block, they will need to push into the block for a short while to start a fire – but if they are considerably hotter, fires will start just by them passing by.
- These are player’s abilities (no other abilities).
The temperature subsystem
- The basis of the fire starting rests in a simple system of temperature based upon colours. He avatar increases in heat permanently when it touches a burning block that is hotter than the avatar’s current temp.
- Further description i.e. (what colour means what and extra abilities)
- The fireball jumps up to its max height, then begins to drift slowly down to the ground
- Crash down to the ground rapidly and then explodes, igniting nearby blocks. If already on the ground, just explode.
- Jump and Top down view
- Shows from the top
- The goal is to advance forward, burn and melt the environment and reach the torch
- Advance player will clear the playing filed in shortest time or have the largest number of blocks burning at one time
- How is it constructed. Colours, and textured to show specific materials
- Clusters of blocks. Vertical of ten colour or make abstract structures.
- Theses are number to make it easy to find and reference
- Always pulls the block and objects downwards. The gravity is 10 units per sec
- How long, what happens after
- The temp at any point in the game filed is based upon the temp of the surroundings.
- The process that determines if the ignition will occur.
- Check neighbour blocks and how long they burn for.
- How fire spreads.
- The 3 parametric values above are the temp radiation coefficient. The values given should be considered default values.
Complex behaviour diagram
- Use pictures to help the develop
- Have diagrams
Behaviour changes in the system
- Burning out
- After the burn out time expires, the block is removed completely
- Any objects on it falls down.
- The shape of the world changes over time.
Navigating the interface
- The game is divided into field list or quest which consist of 6 field.
- The play must player must play through all six filed to move to the next.
- They can leave and exit if they want
System Operation Sequence
- Show the order to do stuff in
- Use Diagram
- The format in which to name
- What type of files to make?
- The first 10 are informal description of the level. The next 2 are the stage. Next 4 rep the difficulty.
- Easy, mid, hard, hell
- So example would be smallhouse.LW.easy.ffs.
- Shows the changes that have occurred over time
- Add reference to make it easy to change and perfect overtime
- Easy to update
- What changes were made and why they were made?
- Keep a description of program history and changes.
- Where to find more info?
- Review to make sure if meets the requirements, deign or to code
- Keeps track of how they are developed and why
Objectives of a review
- Uncover errors
- Uncover solutions you have not discovered
- Easier or better solutions
- To verify requirements
- Make sure it meets the requirements of the client
- To ensure the software meets a standard
- Make sure it’s not shit ffs
- Internal standard and the legal standards and industry standards
- For system uniformaty