Functional Requirements - luney-sp-76/SaveThePlanetSE1 GitHub Wiki

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Functional Requirements (Features are generally Functional Requirements)

Make the system maintainable and extensible

Core Requirements:

  1. The game has up to four players, and their names should be entered at the beginning of the gameplay.
  2. The players take turns. They throw two virtual dice at a time during their turn.
  3. Players are told where they have landed and their obligations or opportunities. Then, where appropriate, they may indicate their choice of action. For example, dedicating some of their Investment Fund resources may ‘take charge’ of a square no one else owns. If a player lands on a square no one owns, but they don’t want to take charge of it themselves, it may be offered at the usual cost to another player.
  4. If a player’s resources have changed, the system indicates the reason for the change and announces the player’s new ‘balance’ (e.g. the ‘funds’ or ‘credits’ that are still available).
  5. There is a start square, where players pick up their ‘resources’ (it’s your choice what the ‘resources’ represent – and you should be inventive with the square’s name – this is the equivalent of a ‘Collect X as you pass Go’ square). Next, there is a square on the board where nothing happens – again, you decide what it is called in your game.
  6. There are four ‘fields’, two consisting of three ‘areas’ and two consisting of two ‘areas’ respectively. A number of related areas form a ‘field’ in Save Our Planet. You decide what the fields are called and what they represent. For example, Renewable Energy might be a ‘field’. Different areas make up a field: Hydroelectricity might be an area in the field of Renewable Energy [say it out loud, and see if it makes sense!]. You decide what the fields are in your game and what areas they will include. One of the two-area fields is the most costly field on the board to acquire and resource; another two-area field is the least costly field to acquire and resource.
  7. Before you can develop an area within a field, you must own/manage/’be in charge of’ (you decide what ‘custodianship’ means!) the whole field – and on your turn you can develop an area in a field that you already own even if you are not positioned on that area.
  8. Decide what development is called, what it represents, and how much it costs in your game; others might have to pay you or invest in it to use it. (Again, you decide the nature and the significance of the transactions between players.) Three ‘developments’ are needed before you can establish (and pay for, or otherwise ‘resource’) the equivalent of a ‘major development’ (again, you decide what this represents and what it costs).
  9. Not only is there a cost associated with developing areas within fields: when you land on an area but do not ‘own’ it yourself, you have to give up some of your resources for it – the more developed the area, the greater the resource consumed.
  10. Decide what happens when one player runs out of resources. Are they the winner or the loser? It’s your choice. If one player no longer wants to play, the game ends. In both cases (no resources left; not wanting to play), the amount of resource each player holds is shown. There is no need to convert ‘developments’, etc., to an equivalent value in your ‘resource units’. Find forms of words that express the outcome of the game in a manner appropriate to the overall style of your version of Save Our Planet. Is winning a matter of amassing resources from other players, or should our Save-Our-Planet hero be aiming to give all that they have (and more) to support the worthy ventures of a fellow eco-warrior?

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