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Document on mutli player strategy game

Software Requirements
Specification for

Multi Strategy-Game Version


Document on mutli player strategy game

Table of Contents

Table of Contents ....................................................................................................


Revision History ..................................................................................................... 1.
Introduction ........................................................................................................

1.1 Purpose ......................................................................................................


1.2 Document Conventions .............................................................................
1.3 Intended Audience and Reading Suggestions ...........................................
1.4 Project Scope ............................................................................................. 1.5
References .................................................................................................

2. Overall Description
2.1 Product Perspective ...................................................................................
2.2 Product Features ........................................................................................
2.3 User Classes and Characteristics ...............................................................
2.4 Operating Environment .............................................................................
2.5 Design and Implementation Constraints ...................................................
2.6 User Documentation .................................................................................. 2.7
Assumptions and Dependencies ................................................................

3. System Features .................................................................................................


3.1 Face Submission ........................................................................................
3.2 Facial Expression Matching ......................................................................
3.3 Credits Given For Astropolis Colony Sim ................................................ 3.4 Events
Logged ...........................................................................................

4. External Interface Requirements .......................................................................


4.1 User Interfaces ...........................................................................................
4.2 Hardware Interfaces ..................................................................................
Document on mutli player strategy game
4.3 Software Interfaces .................................................................................... 4.4
Communications Interfaces .......................................................................

5. Other Nonfunctional Requirements ...................................................................


5.1 Performance Requirements .......................................................................
5.2 Safety Requirements .................................................................................
5.3 Security Requirements ..............................................................................
5.4 Software Quality Attributes ......................................................................
............................................................................................................................

WHAT DOES SRS MEAN?

A software requirements specification (SRS) is a description of a software


system to be developed. It lays out functional and nonfunctional
requirements, and may include a set of use cases that describe user
interactions that the software must provide.

Software requirements specification establishes the basis for an


agreement between customers and contractors or suppliers (in market-
driven projects, these roles may be played by the marketing and
development divisions) on what the software product is to do as well as
what it is not expected to do.

Software requirements specification permits a rigorous assessment of


requirements before design can begin and reduces later redesign. It
should also provide a realistic basis for estimating product costs, risks,
and schedules. Used appropriately, software requirements specifications
can help prevent software project failure.
Document on mutli player strategy game
The software requirements specification document enlists enough and
necessary requirements that are required for the project development.

To derive the requirements we need to have clear and thorough


understanding of the products to be developed or being developed. This
is achieved and refined with detailed and continuous communications
with the project team and customer till the completion of the software.

The SRS may be one of a contract deliverable Data Item Descriptions or


have other forms of organizationally-mandated content.

HISTORY

Strategy video games are a video game genre that focuses on skilful
thinking and planning to achieve victory. It emphasizes strategic,
tactical, and sometimes logistical challenges. Many games also offer
economic challenges and exploration. They are generally categorized into
four sub-types, depending on whether the game is turn-based or real-
time, and whether the game focuses on strategy or tactics

A strategy game or strategic game is a game (e.g. video or board


game) in which the players' uncoerced, and often autonomous
decision-making skills have a high significance in determining the
outcome. Almost all strategy games require internal decision tree
style thinking, and typically very high situational awareness.

The term "strategy" comes ultimately from Greek, (στρατηγια or


strategia) meaning generalship. It differs from "tactics" in that it
refers to the general scheme of things, whereas "tactics" refers to
organization and execution.
Document on mutli player strategy game

Types
1.1Abstract strategy
1.2Team strategy
1.3Eurogames
1.4Simulation
1.5Wargame
1.6Strategy video games

Abstract strategy
In abstract strategy games, the game is only loosely tied to a thematic
concept, if at all. The rules do not attempt to simulate reality, but rather
serve the internal logic of the game.

A purist's definition of an abstract strategy game requires that it cannot


have random elements or hidden information. This definition includes
such games as chess, Go and Arimaa (a game with multiple moves within
a turn). However, many games are commonly classed as abstract
strategy games which do not meet these criteria: games such as
backgammon, Octiles, Can't Stop, Sequence and Mentalis have all been
Document on mutli player strategy game
described as "abstract strategy" games despite having a chance
element.[citation needed] A smaller category of non-perfect abstract
strategy games incorporate hidden information without using any
random elements; for example, Stratego.

Team strategy
One of the most focused team strategy games is contract bridge. This
card game consists of two teams of two players, whose offensive and
defensive skills are continually in flux as the game's dynamic progresses.
Some argue that the benefits of playing this team strategy card game
extend to those skills and strategies used in business [3] and that the
playing of these games helps to automate strategic awareness.

Eurogames
Main article: Eurogame
Eurogames, or German-style boardgames, are a relatively new genre that
sit between abstract strategy games and simulation games. They
generally have simple rules, short to medium playing times, indirect
player interaction and abstract physical components. The games
emphasize strategy, play down chance and conflict, lean towards
economic rather than military themes, and usually keep all the players in
the game until it ends.

Simulation
This type of game is an attempt to simulate the decisions and processes
inherent to some real-world situation. Most of the rules are chosen to
reflect what the real-world consequences would be of each player action
and decision. Abstract games cannot be completely divided from
simulations and so games can be thought of as existing on a continuum
of almost pure abstraction (like Abalone) to almost pure simulation (like
Strat-o-Matic Baseball).
Document on mutli player strategy game

Wargame
Main article: Wargaming
Wargames are simulations of military battles, campaigns or entire wars.
Players should consider situations that are analogous to the situations
faced by leaders of historical battles. As such, war games are usually
heavy on simulation elements, and while they are all "strategy games",
they can also be "strategic" or "tactical" in the military jargon sense.

Traditionally, wargames have been played either with miniatures, using


physical models of detailed terrain and miniature representations of
people and equipment to depict the game state; or on a board, which
commonly uses cardboard counters on a hex map.

Popular miniature wargames include Warhammer 40,000 or its fantasy


counterpart Warhammer Fantasy. Popular strategic board wargames
include Risk, Axis and Allies, Diplomacy, and Paths of
Glory. Advanced Squad Leader is a successful tactical scale wargame.

Strategy video games


Main article: Strategy video game
Strategy video games are categorized based on whether they offer the
continuous gameplay of real-time strategy (RTS), or the discrete phases
of turn-based strategy (TBS). Often the computer is expected to emulate
a strategically thinking "side" similar to that of a human player (such as
directing armies and constructing buildings), or emulate the "instinctive"
actions of individual units that would be too tedious for a player to
administer (such as for a peasant to run away when attacked, as
opposed to standing still until otherwise ordered by the player); hence
there is an emphasis on artificial intelligence.
Document on mutli player strategy game

MULTI PLAYER VIDEO GAME MEANS??

A multiplayer video game is a video game in which more than one person
can play in the same game environment at the same time. Video games
are often single-player activities, putting the player against pre-
programmed challenges or AI-controlled opponents (which lack the
flexibility of human thought). Multiplayer games allow players
interaction with other individuals in partnership, competition, or rivalry,
providing them with social communication absent from single-player
games. In multiplayer games, players may compete against two (or
more) human contestants, work cooperatively with a human partner to
achieve a common goal, supervise other players' activity, co-op, and
objective-based modes assaulting (or defending) a control point.
Multiplayer games typically require players to share the resources of a
single game system or use networking technology to play together over a
greater distance.

In this strategy game I want to describe about astropolis game,how the


srs requirement has made for it.
Document on mutli player strategy game

BLOCK DIAGRAM ON MULTIPLAYER STATEGY


GAME
Document on mutli player strategy game

1. Introduction
1.1 Purpose
This SRS is for a video game which will be used to test people with Autism
spectrum conditions. This game will be embedded inside of a larger
game, called Astropolis, which contains a number of other mini-games.
1.2 Document Conventions
N/A
1.3 Intended Audience and Reading Suggestions
This document should be read by the developers, customers, and Faculty
advisor. The developers should read every section to ensure that there is
an understanding for the project. The main sections for the customers
and faculty advisor to review are section 1.4 Project Scope, 2.7
Assumptions, and section 3. Features.

1.4 Project Scope

The purpose of this software can be broken down into two major goals.
The first is to allow experimental data to be collected from the players of
the game. This data is valuable in the research of Autism Spectrum
conditions. The second goal is to have a fun game that actually helps
people with Autism Spectrum conditions to recognize facial expressions.
This goal is important because many people with Autism spectrum
conditions have difficulty in recognizing emotions based on facial
expressions.

1.5 References google


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2. Overall Description
2.1 Product Perspective
The Astropolis Mini-game will be a new addition to Astropolis, which is a
colony simulator that contains a number of mini-games. The new mini-
game will rely on some previously implemented components and
resources of the Astropolis game.

2.2 Product Features


1. The mini-game will display faces with varying expressions. These
faces will be images of people which can be easily replaced by the
customer.
2. Players will be awarded points for matching a face portraying a
certain emotion with other faces showing the same emotion.
3. Players will be awarded credits for the Astropolis colony simulator
after completing the mini-game.
4. All of the player’s moves and game events will be logged into a file
with a timestamp.
5. Multiple levels will exist, with varying degrees of difficulty.

2.3 User Classes and Characteristics


The set of users who will most frequently use this software will have an
Autism spectrum condition. These conditions vary greatly, but the main
user audience will consist of high-functioning Autistic spectrum users.
The target demographic will be children and young adults, but the
experimental data collected would be valuable from any age group.

2.4 Operating Environment


The Astropolis mini-game will require the XNA 2.0 redistributable in order
to run on a client’s machine. This software can only be run in Microsoft
Document on mutli player strategy game
Windows XP or greater. When a test is being executed in the lab there
will be additional hardware, including an EEG reader. This additional
hardware is not integrated with the game, and will run independently.
2.5 Design and Implementation Constraints
The main design constraint is that the game must be playable by people
with Autism spectrum conditions, therefore the proper considerations
must be made for the users. There are certain safety requirements that
we must follow. See section 5.2.

The mini-game will be written in C# using the XNA libraries and functions.
Therefore, the mini-game will comply to the programming practices of
C#. The delivered software will be open-source and maintained by
Belmonte Labs.

2.6 User Documentation


There will be a basic tutorial document along with an in game tutorial to
aid users.
2.7 Assumptions and Dependencies
1. The Astropolis event logger component will be fully functional and
available to the mini-game.
2. XNA 2.0 remains stable and compatible with Windows XP and
greater.
3. The Astropolis game will be functional.
3. System Features
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Document on mutli player strategy game

3.1 Face Submission

3.1.1 Description and Priority


The customer and end-users should be able to easily up-load an
image into the game to be used. When uploading an image, the user
Document on mutli player strategy game
should be able to specify which category of emotion that the picture
belongs to. This task is of Low priority.
3.1.2 Stimulus/Response Sequences
When starting the mini-game, the user will be given the option on
the main menu to add faces to the game. This will load an interface that
will as for the path to the desired picture and the emotion of the picture.
The system will then save the image into a directory based on the
emotion of the face.
3.1.3 Functional Requirements
REQ-1: A picture must be added to the game.
REQ-2: A picture must be associated with the correct emotion.

3.2 Facial Expression Matching


3.2.1 Description and Priority
Users will be rewarded points for identifying which faces are missing
from the game board. Refer to section 3.2.2 for more details. This
feature is High priority.

3.2.2 Stimulus/Response Sequences


The users should be presented a game board of faces in a grid. See
Appendix for screenshot. Certain faces will be removed from the grid and lined up
at the bottom of the screen. The user must select which missing face will create
a row of 3 identical emotions in the game board.

3.2.3 Functional Requirements

REQ-1: A game board will exist in a 3x4, 4x4, or 4x5 grid.


REQ-2: The game board will be filled with faces depicting emotions.
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REQ-3: Random faces will be removed from the board and replaced
with a blank space.
REQ-4: Faces will appear in a row at the bottom of the screen outside of
the grid one-by-one at an interval of 1 second +- a 200 millisecond jitter.
REQ-5: Players can place a face back on the game board by clicking on
the face and then clicking on the blank space on the board.
REQ-6: Players can remove faces they have placed by clicking on the
face and pressing a remove button.
REQ-7: Players will press a button labeled “Submit” to begin
validation of the game board.
REQ-8: Players can press “Submit” with one or more blank space filled
with their answer.
REQ-9: Pressing “Submit” will validate the board by checking to see if
the filled in spaces connect 3 like emotions.
REQ-10: After pressing “Submit”, if the user-filled blank space does not
connect 3 like emotions horizontally or vertically, then the answer was
incorrect and the face is removed from the board and placed back at the
bottom of the screen outside the grid.
REQ-11: If the answer was incorrect then the player looses points.
REQ-12: After pressing “Submit”, if the user-filled blank space connects
3 like emotions horizontally or vertically then the player will be rewarded
points.
REQ-13: After pressing “Submit”, bonus points will be given if the
player gets multiple correct answers.
REQ-14: There will always be faces available that will successfully
connect 3 like emotions.
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UML DIAGRAM

3.3 Credits Given For Astropolis Colony Sim


3.3.1 Description and Priority
The completion of the mini-game will result in a reward for the
player which can be used in the Astropolis colony simulator. This reward,
along with the players score will be shown after the minigame is
completed on an End Game screen. Medium Priority.
3.3.2 Stimulus/Response Sequences
The stimulus would be the completion of the min-game. The user is
presented an End Game screen and must press the ‘Space-bar’ to exit
back to Astropolis.
3.3.3 Functional Requirements
REQ-1: A screen is presented at the mini-games completion which
shows score and statistics.
Document on mutli player strategy game
REQ-2: A reward will be given which can be used in the colony
simulator based on performance in the mini-game.
REQ-3: Users press ‘Space-bar’ to exit back to Astropolis from the End
Game screen.

3.4 Events Logged


3.4.1 Description and Priority
All of the events in the game are logged into a file with the event
name and time stamp. High Priority.
3.4.2 Stimulus/Response Sequences
Events from the system and user will be logged constantly. Events
include: The appearance of the faces, the selection of faces, the
placement of faces, etc.
3.4.3 Functional Requirements
REQ-1: Each log entry must have a timestamp.
REQ-2: All events are logged in a log file.

3.5 Multiple Levels


3.1.1 Description and Priority
The mini-game will consist of multiple levels. At the completion of a
level, another board will be generated. Each new board generated will
be slightly more challenging by adding new rows or columns to the
board, adding more possible faces to fill-in the blank spaces with, or by
adding emotions to the board that have subtle differences. This task is of
High priority.
3.1.2 Stimulus/Response Sequences
Each level will be randomly generated when the new level is
started.
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3.1.3 Functional Requirements
REQ-1: At the completion of a level, a new level will be generated.
REQ-2: At the completion of the 5th level, the game will end.
REQ-3: More points will be given for more difficult levels.

4. External Interface Requirements


4.1 User Interfaces
The look and feel must match the current Astropolis look and feel and
must capture part of the space theme prevalent throughout the program.
Other then these specific constraints the UI we have free reign as long as
we also are cautious of using autistic friendly UI designs. Any instruction
Document on mutli player strategy game
will have to be visual and be concise complicated procedures will prove
difficult for Autistic users.
4.2 Hardware Interfaces
There are 2 interfaces for us to interact with keyboard and mouse.
Both of these are handled by the XNA classes and will mostly be simple
for us to interact with. The program requires rather modest computer
hardware.
4.3 Software Interfaces
The game currently only supports the windows operating systems (XP,
Vista, Windows7). There will be two software interfaces one between our
game and the overlying Astropolis program and then between our game
and the ECS monitoring software. This first one will be mostly the sharing
of some underlying code and DLL’s. The second is much more loosely
coupled as we just write events out to a interface and that will handle the
monitoring of the player.

4.4 Communications Interfaces


There aren’t any communication interfaces as currently the game is
single player and does not send out the data it collects unless run in the
lab.

5. Other Nonfunctional Requirements


5.1 Performance Requirements
The game must be able to run at 50-60 frames per second on Windows
platform OS. At this frame rate, the game will remain constant and
playable. It will not be technically demanding and able to run on lower
end computers.
5.2 Safety Requirements
The main safety concern that we will be dealing with is the possibility of
inducing seizure in the user. Some autistic children are very susceptible
Document on mutli player strategy game
to flashing lights and this can be problematic. To safeguard against this
we will try to keep flashing lights and rapid screen movements down to a
minimum. We will not flash the screen or change colors rapidly when it is
unnecessary to do so.
5.3 Security Requirements
Security will not be a concern for this project since there is no sensitive
data being stored.
5.4 Software Quality Attributes
The two main quality attributes that the astropolis mini-game will be
focusing on is correctness and usability. The system needs to be able to
track time correctly. Since the mini-game will need to record events and
timestamp them with extremely high accuracy, it is important that the
timing is accurate and consistent. If the of these events were to be off by
a small amount then the research data provided could be incorrect.
Usability is also a priority because this is a game. If the user were to be
confused or annoyed by the User interface, then the game would be less
enjoyable. There are also special considerations for autistic children to
include when developing the UI. These are more detailed on the autisim
collab wiki.
Document on mutli player strategy game
Document on mutli player strategy game
Document on mutli player strategy game
Document on mutli player strategy game

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