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System Features

DevashishDhyani edited this page Apr 28, 2019 · 4 revisions

2. A brief description of how the developed system met the project requirements and the features we utilized that improved functionality of the system.

The basic project requirements described the needs of the client and the desired features of the final product to be created. The minimum specification and our improved functionality of the system are outlined in the following:

  • Start and End screens – A start screen allows the player to start a new game, select difficulty and see previously established high scores and the end screen outlines the result of the game.
  • Protagonist, Enemies, Levels, Pick-up items – The game’s overall protagonist is Zelda and is controlled by the player's keyboard input. Four basic enemies (spider, bear, lion and hunter) have been implemented across levels. Our final enemy (i.e. the boss enemy) can shoot arrows at Zelda. All other enemies attack on collision. Levels are the areas of the forest which Zelda encounters in her journey to collect the special fruits. An additional side quest to gear up and collect more ammo is placed as an optional level to equip Zelda to face the boss enemy. Across the levels, there are various power-ups and power-downs that enhance or decrease Zelda’s ability. Multiplayer is an additional implemented level allowing any two individuals to play against each other.
  • Initialise and AI – All items or quests in the map are in their initial states when the game is loaded. AI controlled enemies move in their appropriate directions.
  • Player Movement – The protagonist, Zelda, is fully controlled by player input through relevant keyboard events.
  • Screen Size – Each window throughout the game is a non-resizable 1024 x 768.
  • Player Collision -
    • Damage - Based on difficulty, when the player has collided with an enemy or the boss’s arrow, appropriate damage to Zelda’s health is reflected.
    • Pick up – When Zelda collides with a power-up or power-down, a sound effect alerts the user of the pickup and its appropriate effect is seen on the screen.
    • Walls – All enemies and Zelda collide with the walls and are unable to move through the wall.
  • Health notification – When Zelda collides with an enemy or the boss’s arrow, the graphical health bar decreases notifying the user that Zelda has lost health. Further, graphics and colour have been used to show when Zelda’s health is critical. When Zelda dies, a game over screen is shown.
  • Time limit – The game is not restricted to 5 minutes but is completable in the given time frame. Pg Down key advances the game to the final boss level.
  • Final score – The final score is calculated on the time remaining and enemies defeated. Each animal enemy is worth different points. At the completion of the game, success or failure is displayed with the final score.
  • Key Inputs – Keypress ‘p’ toggles the game between pause and play. ‘Esc’ x2 is a form of validation which ends the game, and takes user to the Home screen. Additional features here include a mute sound toggle button on key press of ‘m’.
  • Sounds – A background track is played throughout the game along with appropriate sounds for pick-ups and power-downs.

Link to Page 3

https://github.com/uoa-cs302/2019-Java-Group10/wiki/System-Implementation

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