Software Requirements Specifications. Meera Nadeem Pedro Urbina Mark Silverman

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1 Software Requirements Specifications Meera Nadeem Pedro Urbina Mark Silverman December 13, 2007

2 A Game of Wits and Aim Page 2

3 Table of Contents 1. Introduction: Purpose of the Software Requirements Specifications: History of the Game of Darts: Game Overview: The Dartboard: Dartboard s Setup: Turns: Human Controlled Players: Definitions and Acronyms: : Cricket: Microsoft XNA: XNA Framework: C#: Engine: Game Engine: Velocity: Inclination: Trajectory: Parabolic: Distance: Speed: Gravity: Air Resistance: References: General: Target Audience: New Players: Experienced Players: Page 3

4 2.4. Game Environment Attributes: Velocity: Movement of the Dart: Distance: Collision: Wind Factor: Hardware and Software Attributes: Engine: Platform: Sound: Graphics: Frame rate: The Game: User Interaction: Keyboard: and Keys: and Keys: SPACE BAR Key: A Key: S Key: Z Key: ESCAPE Key: Mouse: Visual Interaction: Horizontal position: Vertical position: Power: Menus: New Game: Open Saved Game: Save: Save Game: Page 4

5 Save Scores: Quit: Welcoming Screen: Rules of the Game: : The Dartboard: Score Keeping: Playing: Future Plans: Page 5

6 1. Introduction: BULLZEYE 007 is a darts game that will run on Windows platform. The aim of the product is towards audience of all ages and levels interested in darts. If the user can perform basic operations of mathematics such as addition and subtraction, they can figure out the physics behind the game Purpose of the Software Requirements Specifications: The purpose of this document is to provide an overview of the project BULLZEYE 007 and its requirements as well as interaction with users History of the Game of Darts: The game of darts has been around for centuries. Some historians attribute the birth of darts to English soldiers in medieval times. The soldiers would shorten their arrows from time to time and throw these shortened arrows at the bottom of a wine barrel or a wide tree. It was essentially a drinking game in those days and it remains a popular pub game to this day. Dartboards can also be found in many homes as well. Modern darts have a thin base, a steel pointed tip, and some sort of plastic or similar substance, which serve as fins. Many taverns and pubs host dart tournaments and dart leagues on a regular basis Game Overview: This game will implement all the rules and essence of the original darts game into a virtual one. In addition to a fun game, this game display the precise movement of the dart by featuring data like speed of the throw, inclination, and trajectory. Moreover, this game has the intention to attract dart players interested in analyzing the physics of playing with darts. By the success of simple games like minesweeper and solitaire, our product plans to gain a spot in the same market The Dartboard: The dartboard itself is made of 20 segments, numbered 1 through 20, with a bull s eye in the middle of the board. Each number also contains two small rectangular scoring sections on each segment. The smallest of the segments, closest to the bull s eye, scores triple points and the other rectangular segment scores double points. For example, if a player tosses an 8 but it lands in the small segment closest to the bull s eye, the triple score would bring the total to 24. (See Figure 1.3.a for the scoring areas on the dartboard). Page 6

7 Dartboard s Setup: Figure 1.3.a: Scoring areas on the dartboard. The dartboard is set up so that the bull s eye is centered at 5 feet, 8 inches off the floor. This game implements this setup on a virtual scale and the player(s) will throw darts at the board from virtual 8 feet away. (See Figure 1.3.b for the dartboard s setup). Page 7

8 Turns: Figure 1.3.b: Dartboard s setup. In a game of darts, each player tosses 3 darts at the board and then the following player throws three darts. After each player has his or her turn, the darts are removed for the next round of play. As a rule, a dart must stick to the board for at least five seconds. If the dart falls off the board prior to that time, the player receives no points for that dart Human Controlled Players: This game is to implement a design for a 2 to 4 player local game. To alternate the control the gamers will just have to take turns on the computer they are playing the game on Type of Dart Games: There are a number of playable dart games. A few of the more popular dart games are 301 and Cricket. In 301, each player starts with 301 points and as the player throws each dart, he subtracts that score from 301. For instance, if a player throws a 15, a 12, and a 7, he can subtract 34 points from 301, giving him 267. The first player to get to zero wins the game. However, a player must hit the exact number to get to zero and end the game. If, for example, a player only has a score of 6 remaining, he must hit either a 6 or some combination (4 and 2) to get to zero. A dart thrown at 11, for example, would end the players turn and set the score again at 6. Page 8

9 In Cricket, players toss darts only at numbers 15 through 20 and bull s eye. While cricket has many varieties, one of the more popular cricket games is simply to hit each number three times to close out that number. The player who closes out all of the numbers (15-20) as well as hitting three bull s eye first wins the game. We are orienting the development of BULLZEYE 007 towards the basic 301 game. Thus, we plan to create a flexible design that will allow implementing different games, such as Cricket and more, time permitted Definitions and Acronyms: : Cricket: A dart game in which each player starts with 301 points and take turns to throw three darts in each time; first player to reach 0 points wins the game. A dart game in which players close areas by hitting the same areas three times. When all the areas are close, the player with most point wins Microsoft XNA: XNA (not an acronym) is a set of tools, complete with a managed runtime environment, provided by Microsoft that facilitates computer game design, development, and management. XNA does this by freeing game designers from writing repetitive boilerplate code, and brings all aspects of game production into a single system XNA Framework: The XNA Framework is based on the native implementation of.net Compact Framework 2.0 for XBox360 development, but on Windows uses.net Framework 2.0. It includes an extensive set of class libraries, specific to game development, to promote maximum code reuse across target platforms. The framework runs on a version of the Common Language Runtime that is optimized for gaming to provide a managed execution environment. The runtime is available for Windows XP, Windows Vista, and Xbox 360. Since XNA games are written for the runtime, they can run on any platform that supports the XNA Framework with minimal or no modification. Games that run on the framework can technically be written in any.net-compliant language, but only C# and XNA Game Studio Express IDE are officially supported NET Framework: The Microsoft.NET Framework is a software component included with the Microsoft Windows operating system. It provides a large body of pre-coded solutions to common Page 9

10 software development requirements, and manages the execution of programs written specifically for the framework. The pre-coded solutions that form the framework's Base Class Library cover a large range of programming needs in areas including: user interface, data access, database connectivity, cryptography, web application development, numeric algorithms, and network communications. The class library is used by programmers who combine it with their own code to produce applications Windows XP: Windows XP is a line of operating systems developed by Microsoft for use on generalpurpose computer systems, including home and business desktops, notebook computers, and media centers. The letters "XP" stand for experience. Windows XP is the successor to both Windows 2000 Professional and Windows Me, and is the first consumer-oriented operating system produced by Microsoft to be built on the Windows NT kernel and architecture Windows Vista: XBOX 360: C#: Engine: Windows Vista is a line of operating systems developed by Microsoft for use on generalpurpose computer systems, including home and business desktops, notebook computers, and media centers. The Xbox 360 is the second video game console produced by Microsoft, and was developed in cooperation with IBM, ATI, and SiS. Its Xbox Live service allows players to compete online and download arcade games and content such as game demos, trailers, TV shows, music videos, or rented movies. The Xbox 360 is the successor to the Xbox, and competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of gaming systems. C# (C sharp) is an object-oriented programming language developed by Microsoft as part of the.net initiative and later approved as a standard by ECMA and ISO. Anders Hejlsberg leads development of the C# language, which has a procedural, objectoriented syntax based on C++ and includes aspects of several other programming languages (most notably Delphi and Java) with a particular emphasis on simplification. An engine is something that produces some form of output from a given input Game Engine: Page 10

11 Velocity: Inclination: Trajectory: Parabolic: A game engine is the core software component of a computer video game or other interactive application with real-time graphics. It provides the underlying technologies, simplifies development, and often enables the game to run on multiple platforms such as game consoles and desktop operating systems such as Linux, Mac OS X, and Microsoft Windows. The core functionality typically provided by a game engine includes a rendering engine ( renderer ) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, and a scene graph. The process of game development is frequently economized by in large part reusing the same game engine to create multiple different games. Velocity is the rate of change of displacement of an object. Inclination is the angle formed by the x-axis and a given line (measured counterclockwise from the positive half of the x-axis). Trajectory is the path of a projectile or other moving body through space. An arched shape Distance: Speed: Gravity: Distance is a numerical description of how far apart objects are at any given moment in time. Speed is the rate of motion, or equivalently the rate of change in position, many times expressed as distance d travelled per unit of time t. Gravity is the force of attraction between all masses in the universe; especially the attraction of the earth's mass for bodies near its surface Air Resistance: The force of air pushing against a moving object. Page 11

12 1.5. References: "C Sharp." Wikipedia, The Free Encyclopedia. 12 Dec 2007, 05:55 UTC. Wikimedia Foundation, Inc. 13 Dec "Darts." Wikipedia, The Free Encyclopedia. 12 Dec 2007, 16:26 UTC. Wikimedia Foundation, Inc. 13 Dec "Microsoft XNA." Wikipedia, The Free Encyclopedia. 1 Dec 2007, 17:01 UTC. Wikimedia Foundation, Inc. 13 Dec ".NET Framework." Wikipedia, The Free Encyclopedia. 9 Dec 2007, 05:28 UTC. Wikimedia Foundation, Inc. 13 Dec Nitsche, Benjamin. XNA Game Programming: For Xbox and Windows. Penton, Ron. Beginning C#: Game Programming. "Xbox 360." Wikipedia, The Free Encyclopedia. 13 Dec 2007, 02:54 UTC. Wikimedia Foundation, Inc. 13 Dec "Windows XP." Wikipedia, The Free Encyclopedia. 12 Dec 2007, 20:43 UTC. Wikimedia Foundation, Inc. 13 Dec General: 2.1. Target Audience: The intention of this game is to reach everybody who is or could be interested in the world of darts or not and welcome them to the electronic world of darts. There is no violence or sexual content in our program and since this product requires minimum coordination skills, the game is rated New Players: There are more that 150 dart games, each one with special rules. This product proposes features such as tutorials to introduce the game and its rules to players new to the world of darts; or for people who would like to try different games of darts than the ones they are already familiar with Experienced Players: Page 12

13 This game is aimed to be challenging, even for experienced gamers. The game will include different configurations for different levels of difficulty. Increasing difficulty will make it more difficult to make a precise shot. To do so, the power and direction bars will increase their speed and the wind effect will increase. We also want the game to have different modes. These modes can be time-challenges or random factors that affect the dart movement Game Environment Attributes: This game is building on the foundations of the original darts games. The game has to simulate all the physics and behaviors related to the dart throwing. This extends to the following aspects: Velocity: The game allows the player to perform a throw at a certain speed. This measure relates to real life values and has to range from 0 to dart professional s records Movement of the Dart: The dart will execute a parabolic movement that will depend on the distance, speed, gravity, and resistance of the air. (See Figure 2.2.a for analysis of the movement of a dart) Distance: Collision: Figure 2.2.a: Analysis of the movement of a real dart The distance from the board is a fixed value that the user cannot change: 8 feet. This is the standard distance for the American dart rules. The effect of the dart hitting the board and sticking to it is due to a collision. This requires the game engine to be able to detect and display properly the collision effect. Page 13

14 Wind Factor: Moods: Wind is usually a major factor in any game that requires throwing an object in the space, whether it is a ball or a dart. Since we intend this game to be challenging for people, we want to introduce the wind factor feature that allows us produce a random effect that reduces accuracy of the trajectory and makes it more challenging for the user to aim perfectly. The game will choose a random value for the speed and direction for wind that can either affect the position where the dart hits the board or not. This game creates different environments to favor the player s mood. To do so we want to create different environments: Relaxing: Soft music in the background with smooth colors and movements. Exciting: Fast music in the background with hot colors and quick movements Hardware and Software Attributes: Engine: Platform: Sound: Graphics: This game is to be designed using the XNA graphic engine so it reaches two of the main gaming markets: Windows PC and XBOX 360. This engine and its Visual C# version are of free use for Windows development; they can be used to create commercial games as long as they target Windows environment. The upgrade license to export the game to XBOX costs is relatively inexpensive. The platform for this game will be Microsoft Windows (XP or Vista) or XBOX 360. As we stated before, the reason for this environment is that these two platforms are the most commonly used in households. To enjoy the features in this game the user will require having a sound card and speakers. Environment Effects: The game will provide ambience sounds such as throwing the dart, background noises (bar, home, party, etc.) that will give the game a more realistic feel. Music: To provide more entertainment we will allow the user to play external music during the game. Due to the low level of objects surrounding involved in the 3D rendering of a dart game, this allows the game to be played with any graphics card Direct 9.x compatible. Page 14

15 Frame rate: The game must maintain the target 60 frames per second rate, established as the ideal one by gaming standards. 3. The Game: 3.1. User Interaction: The users will interact with the one of the following two options: Keyboard: The following keys will be used if the user decides to play the game using a keyboard: and Keys: The (left) and (right) arrow keys are set to control the movement of the horizontal position and the power bar. Once the user is happy with the position, they have to hit the ENTER or RETURN key to finalize their decision and Keys: The (up) and (down) arrow keys are set to control the movement of the vertical position. Once the user is satisfied with their decision, they have to hit the ENTER or RETURN key to finalize their decision SPACE BAR Key: A Key: S Key: Z Key: The SPACE BAR key is set for the user to throw the darts. When the user has finalized all the coordinates and the strength of the throw, they will hit SPACE BAR to release the dart. The A key is set to change the selection of current bar to the horizontal positioning bar. If the user is setting the strength of the throw and decides to change the horizontal positioning (before finalizing it) they can hit A and go to the horizontal positioning bar and change the x-coordinates. The S key is set to change the selection of current bar to the vertical positioning bar. If the user is setting the strength of the throw and decides to change the vertical positioning (before finalizing it) they can hit S and go to the vertical positioning bar and change the y-coordinates. Page 15

16 ESCAPE Key: The Z key is set to change the selection of current bar to the power bar. If the user is setting the horizontal position and decides to change the strength of the throw (before finalizing it) they can hit Z, go to the power bar, and change the strength of the throw. The ESC key is set to display the menu options, e.g. New Game, Save Game, Save Scores, Quit, etc Mouse: Figure a: Keys used in the game. The left button of the mouse is set for the user to throw the darts in choosing the power and location that the dart is aimed at. The button would be clicked when the player would like the bar to stop, user must allow very brief time for communication between computer and program in choosing when to stop. Figure a: Mouse button used to pay the game. Page 16

17 3.2. Visual Interaction: In each of the cases, there will be three bars: Horizontal position: Vertical position: Power: Menus: New Game: Figure a: Visual Interaction with the User A small strip that will move back and forth along the bar in which the user will have to strike one of the keys from the keyboard or the mouse to stop the strip in the desired location on the bar, to determine the horizontal position of the dart based on the location of the dartboard. (Refer to the top most horizontal bar in Figure a) A small strip that will move back and forth along the bar in which the user will have to strike one of the keys from the keyboard or the mouse to stop the strip in the desired location on the bar, to determine the vertical position or height that the dart will be thrown at based upon the dartboard. (Refer to the vertical bar in Figure a) A small strip that will move back and forth along the bar in which the user will have to strike one of the keys from the keyboard or the mouse to stop the strip in the desired location on the bar, to determine the force that the dart will be thrown at the dartboard with. (Refer to the bottom horizontal bar in Figure a) The game will have following menu options: The purpose of this menu item is for the user to start a new game. It will also prompt the user whether they want to save the game they are currently playing and its score or not. Page 17

18 Open Saved Game: Save: The purpose of this menu item is for the user to choose to continue playing a saved game later. There will be two save options for the user: Save Game: The purpose of this sub menu is for the user to save the game in current position (Everything including scores and player information) Save Scores: Quit: Welcoming Screen: The purpose of this sub menu item is to only save the scores for the current game. This menu item allows the user to quit and exit the game. The welcoming screen will display the name of the game and some sort of welcome message. Example is given in Figure a: Welcome to Figure a: Welcoming screen After the welcoming screen, the user should see a menu where they can select what type of the game they want to play. Figure b is an example menu for the 301 game we will be implementing. Page 18

19 301 QUIT Figure b: Welcoming Menu 3.3. Rules of the Game: : The Dartboard: Figure 3.3.b: Dartboard used for 301 Page 19

20 Score Keeping: Playing: 3.4. Future Plans: The red circle in the middle is the bull s eye and worth 50 points. The four green spaces directly around the bull s eye are worth 25 points each. The numbers 1-20 around the board represent the score value for each part of the board. The outer thinnest ring closest to the numbers is the double score, which multiplies the score received by 2. The inner thin ring is the triple score, which multiplies the score received by 3. The black part of the board is off the board resulting in a zero score. All players begin with 301 points. The score for one round is subtracted from the total amount of points the player has. The first player to reach exactly Zero points is the winner. Players getting a negative score during their turn will lose all their points from that round and return to what they had before that round began and the game will continue. Players will alternate turns during each round. The players turn consists of three darts, where the player throws all three darts for their turn to end. The round ends after each player has taken his or her turn. Once we have finished implementing the 301 game as the basis for our project. We will introduce more games such as Cricket and Cutthroat as add-ons. At this point we do not find it important to specify them in the SRS for we are not sure whether we will be able to get to that point or not. However, if we do reach that stage we will update this SRS and specify all the games we introduce in the add-on packages. Page 20

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