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Created usermanual and updated introduction

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1 parent 7cc24ad commit f14cfca7ba0678474aebf277510fc5a59668baa3 @realcore realcore committed
Showing with 74 additions and 3 deletions.
  1. +1 −1 reports/implementation.tex
  2. +11 −2 reports/implementation/introduction.tex
  3. +62 −0 reports/implementation/usermanual.tex
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2 reports/implementation.tex
@@ -25,7 +25,7 @@
\def \objective {guardian gnome}
% -- Font Style (uses Xelatex engine (Unicode))
-\setromanfont{Century Gothic}
+%\setromanfont{Century Gothic}
% -- Date of last run (frontpage)
\date{\today}
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13 reports/implementation/introduction.tex
@@ -1,4 +1,13 @@
-This document is part of a final delivery in the course TDT4240 Software Architecture. The document will discuss the implementation of our game, "Defense of the Guardian Gnome". The main focus of this document is to test and provide a feedback / verdict on the actual implementation.
+This document is part of a final delivery in the course TDT4240 Software
+Architecture. The document will discuss the implementation of our game,
+"Defense of the Guardian Gnome". The main focus of this document is to test
+and provide a feedback / verdict on the actual implementation.
-For in-depth reading on the actual architecture of the game, we refer the reader to our \emph{architecture description document}, and to the \emph{requirements description documents} for the requirements.
+For in-depth reading on the actual architecture of the game, we refer the
+reader to our \emph{architecture description document}, and to the
+\emph{requirements description documents} for the requirements.
+We were unfortunately unable to complete all the goals we had set for
+ourselves. Some requirements were not completed, and we lacked time to
+polish the game as much as we wanted. This was due to time-constraints,
+and could also be attributed to slightly high expectations on our part.
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62 reports/implementation/usermanual.tex
@@ -0,0 +1,62 @@
+The game is built from the ground up to be played on the XBOX 360, but
+has limited playability on Windows-based PCs. An XBOX controller is
+required to play this game.
+
+We only distribute the source for this game, and as such the installation
+procedure is somewhat complex, and has many prerequisites.
+
+\subsection{Installing the game}
+
+To play on PC:
+\begin{itemize}
+ \item Ensure both Visual Studio 2010 and XNA Game Studio 4.0 are installed
+ \item Open the solution \emph{progark-spill} in VS.
+ \item Build the solution (Key shortcut F6)
+ \item Run without debugging (Key shortcut Ctrl+F5)
+\end{itemize}
+
+To play on XBOX 360:
+\begin{itemize}
+ \item Follow the first three steps for PC.
+ \item Download and install \emph{XNA Creators Club} on your XBOX.
+ \item Launch XNA-CC on your XBOX, and pair with development machine.
+ \item When XNA-CC is awaiting a connection, choose \emph{Deploy} in
+ VS.
+ \item Finally, choose Run without debugging in VS.
+ \item The game is now installed, and on following launches should
+ be found in the XBOX' Game Library.
+\end{itemize}
+
+\subsection{Playing the game}
+
+In the game, you should now see the main menu. It lists all connected
+controllers, and thus potential players. Each player that wishes to join the
+game, must press the button \emph{A} on their controller. When you are ready,
+press \emph{Start} on player ones' controller to launch the game. You may quit
+the game from this menu by pressing the \emph{Back} button. This
+description has unfortunately not been added to the menu itself, due to
+time-constraints.
+
+% TODO: Add ingame shot for context?
+You should now be playing the game. At any time you should be able to press
+the \emph{Back} button to return to the main-menu, or \emph{Start} button to
+pause the game. Pressing \emph{Back} when the game is paused returns you to
+the game.
+
+In the center of the screen you should see the objective, which you must
+defend. You should also see a spaceship for each player which joined the game.
+You control your spaceship with the \emph{Left Stick} of your controller.
+The spaceship always faces the crosshair, which you can move around using
+your \emph{Right Stick}. You can shoot using your \emph{Right trigger}.
+
+Along the top of your screen you should see a bar, representing the time
+left of this level. When it reaches zero, and all enemies have been destroyed
+you win the level (and in the case of the demo-level, the game itself).
+Should the objective be destroyed, you lose the game.
+
+On the right edge of the screen you can see which abilities you may use.
+This UI element records the time until you can use an ability, by filling
+pieces of a pie-chart. The pies are color-coded to buttons on your controller.
+A white ring surrounding the pies means you have leveled up, and can improve
+one of your abilities.You do this by pressing the corresponding direction
+on you \emph{D-Pad}

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