Description: The main change is the addition of some game databases on the basis of 3.0.
Since the picture cannot be copied, the source document can be accessed from the GitHub blog to view Https://github.com/momo23333/Alicization/tree/Zhang.
The following is a plain text copy of the pasted content:
Detailed design Documentation
Project name: Hero Dala Bar
Group name:scientific_zeal Soft Work squad
Project leader: Liu Shuai
Group members: Fang Zhang Yi Song Congzhi Feng Huiyan
- 1. Introduction
1.1 Purpose of writing
This section is intended to clarify the purpose of writing detailed designs for reader objects.
This document mainly describes the detailed design of each module, clarifies the structure and implementation of the software, analyzes each module, describes the function, performance and structure of the module including module interface, call relationship, process and algorithm, as well as the test scheme of each module. The main readers of this document are software designers, module developers, administrators, testers.
1.2 Project Background
1.2.1 Project Source
The project was first proposed by Liu Shuai, Song Congzhi.
1.2.2 Project Implementation
This project by Liu Shuai, Song Congzhi, Zhang Yi, Fang, Feng Huiyan A total of 5 people to achieve together.
1.3 definition
(1) RPG: role-playing-game, role playing game, in the game, the player is responsible for playing this role in a realistic or fictional world activities.
(2) Cg:computer Animation, computer design animation.
(3) Game mode: Turn-based, role-playing, and on the map to move the characters to combat the games. Because this game mode is similar to chess game mode, it is called turn-based chess game.
(4) Round: The game players can operate the time, only in their own turn within the control of their own units to operate.
(5) Attack range: The maximum extent of the attack, beyond which the decision cannot be attacked.
(6) Action Force: the maximum distance that can be traveled per turn.
(7) HP, MP: Health Point and Mana Point, life and mana. When attacked by an enemy, the health is reduced, and when the health is 0 o'clock, the character dies; the role releases certain skills that require a certain amount of mana.
(8) BUFF: That is, the state, divided into gain buff and bad buff.
(9) HP Medicine: Restore a certain amount of blood.
MP medicine: Restores a certain mana value.
Buff Medicine: Strengthen one's ability according to the category.
(12) Blood Volume: a sign that determines whether a character is dead or not.
(14) Experience Value: A flag that determines whether a role can be upgraded.
(15) Damage: The number of damage caused to the opposite.
1.4 References
[1] Sinus peak. Software engineering method and practice [M]. Beijing: Machinery Industry Press, 2009.
[2] GB/t 8567-88, computer software Product Development Document Preparation Guide [S]
1.5 Version Information
Project number |
Date Modified |
Modified version |
Modify Location |
Modify Content Overview |
1 |
2018-6-18 |
1.00 |
All |
Finish writing for the first time |
2 |
2018-6-19 |
2.00 |
Global |
Add some content, modify the format, and refine the document |
3 |
2018-6-20 |
3.00 |
3.3 Program Logic |
Modified several software structure diagrams and flowcharts |
4 |
2018-6-23 |
4.00 |
3.1.1 System Initialization Module |
Added part of the game database |
- 2. Overall Design
2.1 Requirements Overview
Set the system initialization: Set the basic parameters, the individual subsystem module initialization operation. Includes: Set the initial attributes of the hero, the system's instruction memory, the properties of each device and the desired economy.
interface and map settings: The scene animation, game interface, level map and other aspects of the settings. After running the game, the player can view details of each aspect in detail in the order of the plot flowchart.
Game Data Database settings: The design of the game in the characters, skills, items and other parameters to rationalize the configuration. Includes numeric data and picture data.
Game Process Control: assist the player to play a reasonable game flow, prompt the player's current task.
Game Archive: Stores the progress of the game that the current player has made, and solves the problem that the player will not be able to complete all the content at once due to time.
Combat execution: Set up multiple combat modes.
2.2 Software Architecture
- 3. Program Description
3.1 Module Basic Information
3.1.1 System Initialization Module
Mainly include: Database information loading, System setup initialization
The game database is listed in the following sections:
(1) Actors
(2) Animation
(3) Armors
(4) Commonevents
(5) Items
(6) Enemies
(7) Weapons
(8) Skills
(9) Mapinfos
3.1.2 interface and map modules
Mainly include: Map settings and interface settings
3.1.3 Game Database Module
Mainly include: Character setting, skill setting, prop setting
3.1.4 Game Progress Control Module
This includes verifying the user status and checking the user's current game progress.
3.1.5 Game Archive Module
Mainly include: role archiving, progress archiving, TIME archiving
3.1.6 Combat Execution Module
Mainly include: multi-turn processing, damage calculation, battle settlement
3.2 algorithm
The 3-2-1 initialization module calls the following algorithm to complete the function
Module 2-1:
2-1-1 Database Information loading
2-1-2 System Setup Initialization
3-2-2 interface and map settings call the following algorithm to complete this function
Module 2-2
2-2-1 Interface Module Division
2-2-2 interface Beautification
2-2-3 map to deal with the mechanism of things
2-2-4 Map Layer Build
2-2-5 Map BGM Settings
2-2-6 Map Event Trigger settings
3-2-3 Combat Execution module calls the following algorithm to complete this function
Module 2-6
2-6-1 rounds of action and damage calculation
2-6-2 multi-turn processing
2-6-3 settlement
3.3 program Logic
3.3.1 System Initialization Module
Function Description:
(1) According to the archive initialization game, generate game characters and map information.
(2) Start the game.
3.3.2 interface and map modules
Function Description:
(1) Set up the map and interface of the picture, as well as playing background music and so on.
(2) Set the events that can be triggered on the map.
First time decomposition:
Second decomposition:
3.3.3 Game Database Module
Function Description: Set all the data in the game.
First time decomposition:
Second decomposition:
3.3.4 Game Progress Control Module
Function Description:
(1) Give the player prompt according to the progress of the game.
(2) Advance the plot according to the progress of the game.
3.3.5 Game Archive Module
Function Description: Save the current status of the game, including role status, game progress, system time, etc.
3.3.6 Combat Execution Module
Function Description:
(1) Set up battle rounds.
(2) Calculate the battle damage according to the moves, judge the outcome.
3.4 Performance
(1) Support mouse operation, keyboard operation and game handle operation.
(2) in the CPU, memory high occupancy conditions, no major problems occur.
(3) When the loading process time is too long to give a hint.
3.5 Interface
Interface with RPG MAKERMV
3.6 Test Essentials
Using the Black box test method, the hero's initial values, attributes, and the interface and the event on the map triggered as the test point.
Soft work follow-up-add database (detailed design document 4.0)