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Video Game Master 3002

Nicolas Caceda & Luis Mendez

Blizzard-Activision

Draft 1

4/25/2019

Table of Contents

  1. Introduction
  2. General Content
  3. ConOps
  1. Purpose
  2. Scope
  3. Strategic plan
  4. Effectiveness
  5. Overall operation
  1. Context
  2. Systems
  3. Organizational unit
  1. Governance
  2. Governance policies
  1. Organization
  2. Investment plan
  3. Information asset management
  4. Security
  5. Business continuity plan
  6. Compliance
  1. StRS
  1. Introduction
  1. Business purpose
  2. Business scope
  3. Business overview
  4. Definitions
  5. Stakeholders
  1. References
  2. Business management requirements
  1. Business environment
  2. Goal and objective
  3. Business model
  4. Information environment
  1. Business operational requirements
  1. Business processes
  2. Business operational policies and rules
  3. Business operational constraints
  4. Business operational modes
  5. Business operational quality
  6. Business structure
  1. User Requirements
  2. Concept of Proposed System
  1. Operational Concept
  2. Operational Scenario
  1. Project Constraints
  2. Appendix
  1. Acronyms and abbreviations
  1. OpsCon
  2. SyRS
  1. Introduction
  1. System Purpose
  2. System Scope
  3. System Overview
  1. System Context
  2. System Functions
  3. User Characteristics
  1. Definitions
  1. References
  2. System Requirements
  1. Functional Requirements
  2. Usability Requirements
  3. Performance Requirements
  4. System Interface
  5. Information management
  6. Policies and regulations
  1. Verification
  1. Functional Requirements
  2. Usability Requirements
  3. Performance Requirements
  4. System Interface
  5. Information management
  6. Policies and regulations
  1. Appendices
  1. Assumptions and dependencies
  2. Acronyms and abbreviations
  1. SRS
  1. Introduction
  1. Purpose
  2. Scope
  3. Product Overview
  1. Product Perspective
  2. Product Functions
  3. User Characteristics
  4. Limitations
  1. Definitions
  1. References
  2. Specific Requirements
  1. External Interfaces
  2. Functions
  3. Usability Requirements
  4. Performance Requirements
  5. Software System Attributes
  1. Verification
  2. Appendices
  1. Assumptions and dependencies
  1. Acronyms and abbreviations
  1. Introduction

This document is a Final Informative Item that is comprised of the following:

Stakeholder Requirements Specification (StRS)

Concept of Operations (ConOps)

System Operational Concept (OpsCon)

System Requirements Specification (SyRS)

Software Requirements Specification (SRS) 

The Stakeholder Requirements Specification (StRS) assist into finding who the stakeholders of VGM3002 are and how they influence the company. The Concept of Operations (ConOps) goes into further detail of how the product will organized through strategic planning and gathering the proper team for the job at hand. The System Operational Concept (OpsCon) describes the product in place and identify where the direction of the document will lead to specifying its strong and weak points. The System Requirements Specification (SyRS) will describe the embodiment of the requirements of the system. The Software Requirements Specification (SRS) will provide 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. The collection of all the documents put together are the necessary steps into the creation of a software product, its success, and in saving/generating money in the company.


2.  General Content

        2.1        Identification

                Software Requirements for Video Game Master 3002

        2.2        ToC

                Please See Page 1.

        2.3.        Definitions

                Player - is the user of the system

                Roguelike - subgenre of role playing games that include permanent death

        2.4        References

Blizzard Entertainment Inc.

Unity Technologies

Epic Games Inc.

Forbes

CNN business

        2.5        Acronyms and Abbreviations

PC - Personal Computer.

VGM3002 - Video Game Master 3002

StRS - Stakeholder Requirements Specification

JRPG- Japanese RolePlaying Game

ConOps - Concept of Operations

OpsCon - System Operational Concept

SyRS - System Requirements Specification

SRS - Software Requirements Specification

Concept of Operation Document

Video Game Master 3002

Nicolas Caceda & Luis Mendez

For

Blizzard-Activision

1)  Purpose

2) Scope

3) Strategic plan

4) Effectiveness

5) Overall operation

5.1) Context

5.2) Systems

5.3) Organizational unit

6) Governance

6.1) Governance policies

6.2) Organization

6.3) Investment plan

6.4) Information asset management

6.5) Security

6.6) Business continuity plan

6.7) Compliance

1 Purpose 

This Concept of Operations (ConOps) document, describes the status of Video Game Master 3002. The system will be an application and addition to show a new RPG experience in a company with reputable video games. The goal of the long-range strategic plan is to transform the industry with mimicking and advancing process that have been discovered. Able to publish a tabletop role-playing games to be a form of interactive and collaborative storytelling in the level of modern gaming and entertainment.

2 Scope 

This document refers to the RPG video game system and its creation that will possess a direct relationship to the player.

3 Strategic plan 

The long-range strategic plan for Blizzards new RPG system is to maximize profits for the created system. The goal of each discipline within the company be it art, programming or customer support is to make our games as fun as possible for as many people as we can reach. We will be seeking honest feedback and use it to improve the quality of our work.. Every employee and player is encouraged to speak up, listen, be respectful of other opinions, and embrace criticism as just another avenue for great ideas. We aim to provide continued playability and usability for years to come, building the RPG gaming community clientele.

4 Effectiveness 

Activision Blizzard Inc. have leading market share for online subscriptions, PC platform, mobile platform, and distribution in the video game industry. It will be assured customer will be backed by a reputable corporation to keep cost low, and maintain a high quality gaming experience. With the agile approach and data collection we will ensure 100% customer satisfaction

5 Overall operation

5.1 Context 

5.2 Systems List and outline the existing systems and systems to be developed in the future.

5.3 Organizational unit 

There are many roles in the organizational unit and how the company operates in the day to day operations. The hierarchy structure will be the following:

6 Governance

6.1 Governance policies 

The Entertainment Software Rating Board (ESRB). Founded in 1994, the board is a sponsored part of the Entertainment Software Association. The ESRB assigns six different ratings:

Activision Blizzard Inc. also has their set of company policies in which the abide by also like:

6.2 Organization

The business department including marketing, sales publicity, and etc. are responsible for gathering and spreading information, data, and excitement about the product to the customer base.  The game designers are in charge of the athletics portion where they will be brainstorming and creating content, ideas, design, and other tasks to hand over to the programmers and artists. Programmers then will begin to code the system and test working hand in hand with agile processing. The artist are responsible on the artwork of sprites, environments, covers, and textures to ensure the creative process if fulfilled with a high end graphic look.

6.3 Investment plan 

Some of the options that you might need to explore when seeking for start-up capital for your video game development business are:

6.4 Information asset management 

Metadata management: An asset’s metadata is any information embedded into the file that describes its content or context.2 Metadata can be encoded according to several different standards — IPTC, EXIF, XMP — and can describe many different asset characteristics, including provenance (where it originated), ownership, access rights, technical specifications, keywords, and more. Some systems even allow users to create custom metadata fields. Most digital asset management solutions will process and record metadata as part of the “ingestion” process.

Version control: A digital asset management solution ensures that the right asset versions are being accessed by all users, across all digital properties. It does this by syncing modifications in real-time, tracking uploads, downloads, and edits, and letting users revert to older versions when necessary. In the industry, the target version, which usually has the highest resolution and fidelity, is referred to as the “essence.” Lower-fidelity versions used for reference are referred to as “proxy copies.”3

Advanced search: A cloud storage service (or a network drive, for that matter), can usually only retrieve files by folder hierarchy, or by performing a title search. DAM software, on the other hand, gives you near-unlimited options for parsing through assets. As your repository ingests files, you can label them with keywords, nest them by category, set up interdependencies, or let the digital asset management system use existing metadata to create dynamic collections. Then, you can find files quickly by entering a custom query or applying filters to show results in a particular category.

Security: By bringing all of your rich media assets under one roof, a digital asset management system can eliminate unnecessary FTP (file transfer protocol) servers and shadow IT, which greatly improves file security. In addition, most systems use enterprise-grade encryption protocols, often stronger than what an average business can provide in-house. DAM administrators can also define custom permission levels to prevent unwanted access or editing of files.

Workflow automation: Solutions targeted at creative or project management verticals may incorporate some basic workflow automation tools. Essentially, these allow administrators to define custom tasks and task sequences associated with a creative process, or with building a specific type of media asset — for instance, editing a video clip or working with a graphic design template.

Other common features include:

6.5 Security 

6.6 Business continuity plan

There is going to be a five step solution for the continuity of the business which will be the following:

6.7 Compliance 

There are numerous legal and regulatory considerations which games and software developers need to bear in mind when developing their products, such as:

StRS

Video Game Master 3002

Nicolas Caceda & Luis Mendez

for

Blizzard-Activision

Table of Contents

  1. Introduction
  1. Business purpose
  2. Business scope
  3. Business overview
  4. Definitions
  5. Stakeholders
  1. References
  2. Business management requirements
  1. Business environment
  2. Goal and objective
  3. Business model
  4. Information environment
  1. Business operational requirements
  1. Business processes
  2. Business operational policies and rules
  3. Business operational constraints
  4. Business operational modes
  5. Business operational quality
  6. Business structure
  1. User Requirements
  2. Concept of Proposed System
  1. Operational Concept
  2. Operational Scenario
  1. Project Constraints
  2. Appendix
  1. Acronyms and abbreviations

  1. Introduction
  1. Business purpose-

Blizzard Entertainment’s eight core values represent the principles and beliefs that have guided our company throughout the years. These values are reflected in employees' decisions and actions every day.

  1. Business Scope-

                

Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. , a division of Activision Blizzard, is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard Entertainment’s track record includes fourteen#1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net®, is one of the largest in the world, with millions of active players.

1.3        Business Overview-

                Activision develops for console platforms primarily.

                Blizzard Focuses primarily on the PC platform.

                The King primarily focuses on the mobile platform.

                All three of them create games.

  1. Definitions-

                Not Available.

  1. Stakeholders-

Activision Blizzard- Main stakeholder of the project.

Customers - the people who purchase Activision Blizzard’s games

Shareholders- as shareholders are always stakeholders

2.        References

http://us.blizzard.com/en-us/company/about/mission.html

http://us.blizzard.com/en-us/company/about/faq.html

https://money.cnn.com/quote/profile/profile.html?symb=ATVI

3.         Business management requirements

3.1        Business environment

The general internal factors that affect the company’s actions would be the cost it takes to produce large games such as World of Warcraft, the Diablos Series, Hearthstone, Overwatch, and Heroes of The Storm. Some additional factors would be the shareholders that control the company, because some shareholders from different countries may want things to lean more their way than other shareholders and provide more money for the company. The factors that affect the game outside of the company would be the consumers and critics. If critics do not like the game, then many consumers will not purchase the game. If many consumers do not like the game, then by word of mouth, many consumers would not purchase the game.

3.2        Goal and objective

The goal and objective of Activision Blizzard is first and foremost to get money. They do this by providing entertainment for people and a way for people to sink their time and money into another world. An additional goal that assists in getting money is to make the games they make as fun as possible and as addicting as they can if possible. This will maximize their profits in the long run.

3.3        Business model

The business model for Activision Blizzard is to create games for every platform available. Those platforms being PC, Mobile, and Console. Once the games have been created they also offer in-game content for real money in the form of cosmetics, additional in-game content, or a method to rapidly gain more items inside of a game.

3.4        Information environment

All projects within Activision Blizzard are ran by multiple teams. Not one team is working a single project throughout the year. With each team working on multiple different projects, each team is an expert on each of their fields. Even if people were needed to move around from, i.e. Hearthstone QA testing to World of Warcraft QA testing, the employee has an idea of what to do for their job, and would need to be filled in by other teammates as to what they were doing before they got there.

As for Long term plans each game that is sold must be on the market for many years to create a continuous stream of profit.

There are multiple databases and servers throughout the globe each with specialized teams maintaining them. Servers being specifically in the US, Brazil and Singapore.

4.         Business operational requirements

4.1         Business processes

The process at Activision Blizzard differ within each operating unit.

  1. Activision develops, distributes, and publishes immersive entertainment for gaming consoles, mobile and tablet platforms, and PC.
  2. Blizzard Entertainment develops the some of the most iconic games in PC gaming and mobile gaming. Such as World of Warcraft, Diablo, Hearthstone, and Heroes of the Storm.
  3. Kings Digital Entertainment creates entertainment for the mobile platform. Such as Candy Crush and Farm Heros.
  4. Major League gaming builds the competitive scene for Activision Blizzard.
  5. Activision Blizzard Studios creates the original film and television content based on their intellectual properties.

4.2        Business operational policies and rules

  1. Confidential Information and Intellectual Property
  1. All intellectual property is protected and so is all confidential information. All information is to remain a secret for the sake of the company. If any information leaks it can be used by competitors and harm the company.
  2. All physical assets and information systems on site are treated equally and responsibly and within company policies. The company may use their IT systems to monitor everything.
  1. Social Media
  1. Be transparent as to what you are addressing and to who you are addressing
  2. Keep the reputation of the company in mind
  3. Do not share confidential information
  4. Keep in line of the social media policy
  1. Avoid Conflicts
  1. Avoid conflicts that can create large disturbances
  2. Disclose potential conflicts
  3. Potential conflicts can be worked out.
  4. Avoid stuff that puts the company in danger in any way.

4.3        Business operational constraints

  1. Team based work
  1. Must work with multiple people
  2. Everyone must agree
  3. Higher-ups can veto work
  1. Deadlines
  1. Teams have no say on deadlines and final is final
  2. Must be functional for release
  1. Funds
  1. When funds go above budget work halts for a moment
  2. Funds dictate how long a project can be worked on

4.4        Business operational modes

4.5        Business operational quality

4.6        Business structure

Activision Blizzard is an Inc, Incorporated. An incorporated company as a separate entity from the people who formed it. Directors purchase shares and the shareholders are responsible for how the business operates.

5        User Requirements

6        Concept of Proposed System

6.1        Operational Concept

  1. The current system is to be used by a single user. Primary constraint is to not allow the user to exit into areas that are unintended to be reached.
  2. The current proposed system is a game that would be classified as a JRPG and RogueLike. A user shall be able to use the software in a manner that will entertain them for a prolonged period of time.
  3. There shall be one primary mode of system operation. That mode will be “Play” mode. Play mode is in what the target user will interact with. Any other mode of operation is not intended for the targeted user to interact with.
  4. The user class will be “Player”. The player is the person who will be interacting with the system. The Player is going to have access to the mode of Play and will not require any special form of permissions.
  5. Support will be given a team of people dedicated to responding to emails. Other than that support will be running a repair function or reinstalling the software.

6.2        Operational Scenario

                6.2.1        General Case

The system shall present the first time user with a menu that once with options to begin a new state of the game and select a difficulty. Returning users may have the option to load where they were previously, or if they died in a previous save the would need to create a new save state. When the user selects a new game the system begins to run as normal. It will generate the terrain required for the user to move around. As the user walks around, there may be a possibility of enemies being generated to attack the user. The user will be able to attack or defend, as will the enemy. The user may also save the game to return later as stated previously.

7        Project Constraints

  1. Time - The time constraint is a crucial one because this project is to be completed within a single year.
  2. Knowledge - Knowledge of the programming of a game is to be obtained as the project is coming to fruition. Many files are to be changed as progress is to be made.
  3. Resources - Visual assets are not available and neither are audio assets. Assets are most likely to come from sources that permit their work to be sold without requiring royalties or payment.

8        Appendix

8.1        Acronyms and abbreviations

        Not Available.


Operational Concept Document

Video Game Master 3002

Nicolas Caceda & Luis Mendez

for

Blizzard-Activision

1 Scope

1.1 Identification

1.2 Document overview

1.3 System overview

2 Referenced documents

3 Current system or situation

3.1 Background, objectives, and scope

3.2 Operational policies and constraints

3.3 Description of the current system or situation

3.4 Modes of operation for the current system or situation

3.5 User classes and other involved personnel

3.5.1 Organizational structure

3.5.2 Profiles of user classes

3.5.3 Interactions among user classes

3.5.4 Other involved personnel

3.6 Support environment

4 Justification for and nature of changes

4.1 Justification for changes

4.2 Description of desired changes

4.3 Priorities among changes

4.4 Changes considered but not included

4.5 Assumptions and constraints

5 Concepts for the proposed system

5.1 Background, objectives, and scope

5.2 Operational policies and constraints

5.3 Description of the proposed system

5.4 Modes of operation

5.5 User classes and other involved personnel

5.5.1 Organizational structure

5.5.2 Profiles of user classes

5.5.3 Interactions among user classes

5.5.4 Other involved personnel

5.6 Support environment

6 Operational scenarios

7 Summary of impacts

7.1 Operational impacts

8 Analysis of the proposed system

8.1 Benefits

8.2 Disadvantages and limitations

8.3 Alternatives considered

9 Appendices

10 Glossary


1 Scope

The scope of the Operational Concept Document (OCD) includes all functionalities of the Video Game Master system (VGM) and all the external entities that interact with the VGM.

1.1 Identification

100001-1.0-0. 03/15/2019.

1.2 Document overview 

This document describes how the current system in place operates and how that

system becomes what is is. Flaws and other points are stated in the current existing

systems. Additionally, the proposed system aims to simplify, bring excitement, and

surpass existing systems. Suggestions focused on the proposal of flaw fixes are

presented. The detail of the system is provided and made public.

1.3 System overview 

Blizzard entertainment currently possess multiple systems. World of Warcraft

expansion, Diablo III Battle-Chest(action-rpg), Overwatch(team based shooter),

Legacy of the Void(real time strategy), Heroes of the Storm(MOBA), and

Hearthstone(strategy card game) are current existing systems. There is no current

existing system to the proposed system. It is going to be a seperate system with

similarities and advancements on previous created systems with the work of Billard

Entertainment. We aim to address a new, modern, and exciting RPG system.

2 Referenced documents 

StRS

Use Cases

3 Current system or situation

3.1 Background, objectives, and scope 

 The software is a game called Video Game Master 3002

Video Game Master 3002 is to be a fun single player experience. The system must be able to start a new game. The system will also be able to save and load those new game states, so that new games are not mandatory. The user can also expect to select the difficulty. The user will not be able to change it later. The user can attack and defend against enemies. There will be an ability to view statistics, but not all statistics shall appear. The user can also move across terrain. The system will be able to generate terrain and enemies, but no more than one player. The system can also attack and defend against the player. Once a player dies, the save will be deleted.

The goals for the entire system are to be able to do everything stated in b, except for the very first line. As fun is a subjective term, and not everyone can experience it the same way. The application shall be in format of a Japanese Roleplaying Game (JRPG) and roguelike combination. This way every time the player creates a new game state, the player shall experience a new game.

3.2 Operational policies and constraints 

A virtual world with multiple levels of play and a degree of realism that rivals your actual work environment, it will require to spend quite a bit of money. The commercial video games such as World of Warcraft cost seven figures to create – and took years to build. However, realistic simulations of a task can be done for much less than that. The creation of a troubleshooting simulation for a hemodialysis machine for less than $50K in the span of three months. A casual game – similar to the Hangman game shown he

re – can be done for $10-25K.

Time constraint will be a issue to clear up as soon as possible. something more than a casual game (e.g. the Hangman game), it will require at least a few months to develop it, depending on the complexity. The product cannot build a successful game from a traditional testing approach, such as alpha, beta, final. It will require multiple rounds of play testing and revision to ensure you get a great game. Very simple games (e.g. the Hangman game) can be done in a month or less. Video Game Master 3002™ game will take several hundred hours to evolve – even though it seems simple on its surface.

As the game developers there are many decisions being made. Trying to figure out which – and how many platforms – to support is a major decision. Creating a game for a desktop or laptop means something very different than creating a mobile game for a tablet (which, in turn, is different than a game optimized for a phone). The platform decisions can have an impact on companies budget and timeline. If needed to develop for multiple platforms, expect your timeline and budget to increase.

3.3 Description of the current system or situation 

User is the person who will be operating the system. The user is to move around a sprite given to them by the system. With this sprite the user shall be given a few specific tasks to complete. The user must complete the tasks without their health points reaching zero.

The user shall be someone who enjoys a challenge in video games and likes the genres of JRPG and roguelike. They should be able to make strategic decisions and do not require any background of any kind in order to play. This game is is made for any one who would like to play it.

3.4 Modes of operation for the current system or situation 

There shall be one primary mode of system operation. That mode will be “Play” mode. Play mode is in what the target user will interact with. A Secondary mode of operation shall be “Pause” mode. This mode freezes the game at its current state. Any other mode of operation is not intended for the targeted user to interact with.

3.5 User classes and other involved personnel

3.5.1 Organizational structure How are different types of users organized? What roles are in the system and how do they relate? Administrators and regular users?

3.5.2 Profiles of user classes 

Activision Blizzard- Main stakeholder of the project.

Customers - the people who purchase Activision Blizzard’s games

Shareholders- as shareholders are always stakeholders

3.5.3 Interactions among user classes

All projects within Activision Blizzard are ran by multiple teams. Not one team is working a single project throughout the year. With each team working on multiple different projects, each team is an expert on each of their fields. Even if people were needed to move around from, i.e. Hearthstone QA testing to World of Warcraft QA testing, the employee has an idea of what to do for their job, and would need to be filled in by other teammates as to what they were doing before they got there.

As for Long term plans each game that is sold must be on the market for many years to create a continuous stream of profit.

There are multiple databases and servers throughout the globe each with specialized teams maintaining them. Servers being specifically in the US, Brazil and Singapore.

3.5.4 Other involved personnel

Please refer to StRS documentation

3.6 Support environment

The system will be will be maintained by the in house development team. The requirements specialist team will receive feedback on new bug findings. The development team will look into finding the issue. Engineers will then send over the problem code to the programmers for revision. The programmers then will send it back to the engineers to rest the requirements and once accepted it will be bundled up into a new update. This will occur in a biweekly updates and patches. Also it will be applicable into addition of new content.

4 Justification for and nature of changes 

4.1 Justification for changes 

Community

We cultivate opportunities for our members and advance the profession when we communicate with our peers. We value inclusion and diversity as it makes us stronger, wiser and more relevant. We empower ourselves when we share information and opinions, collectivize resources and advocate on issues that concern us. We value the traditions and history of this community.

Professionalism

Game development is a bona fide profession dependent on the skills of talented individuals. As development professionals, we espouse conduct that is honorable and ethical, and beneficial to the profession, the industry and society at large.

Expression

Games are an expressive medium worthy of the same respect, and protections, as movies, literature and other forms of art and entertainment. We oppose any effort that would treat games differently from other forms of art and creative expression.

Innovation

We embrace and support "continual innovation" as being central to the medium of games, the game development profession and the VGM3002.

Impact

Games and play are a major element in cultures around the world, with profound artistic, social, spiritual and technological impacts. They change the world in numerous ways such as entertaining, enhancing learning, inspiring creativity and innovation and forging new social connections.

Leadership

The VGM3002  provides leadership in addressing current and future issues affecting our profession. The  VGM3002 role includes advocating publicly on issues that concern members, and on creating opportunities to empower its members. The VGM3002 provides leadership development opportunities for our members. As an individual member "Leadership” means taking ownership, being a role model and a contributor to progress.

Fun

We are a community with a playful and fun culture, in an industry based on creating stimulating experiences for others. Games engage and entertain. Fun is in our DNA and we embrace that.

4.2 Description of desired changes 

The users will be able to create their unique usernames and be able to switch to a non taken name in the future and updating to the database without having issues of reset of stats or level they are currently attempting. It will also be simple for data scientist to keep data organized when running analytics and seeing trends in the  VGM3002.

4.3 Priorities among changes

  1. Hardware limitations:
  1. Minimum requirements:
  1. 1 GB of RAM
  2. Keyboard and mouse
  3. 512 MB of VRAM
  4. 2GHZ Processor
  5. 600 MB Storage
  1. Physical/Mental Considerations:
  1. Amount of time spent playing can be hazardous to one’s health.
  2. Flashing colors may trigger seizures.

4.4 Changes considered but not included

A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family has an epileptic condition or has had seizures of any kind, consult your physician before playing.

IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay. If you or your child experience any of the following health problems or symptoms:

RESUME GAME PLAY ONLY ON APPROVAL OF YOUR PHYSICIAN.

Use and handling of video games to reduce the likelihood of a seizure:

Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, or a sensation similar to motion sickness, discomfort or pain in the eyes, ears, hands arms, or any other part of the body. If the condition persists, consult a doctor.

4.5 Assumptions and constraints 

Please refer to section 3.2 Operational policies and constraints in the OpsCon document

5 Concepts for the proposed system 

VGM3002 want to have people make it a form of entertainment. Like the purpose in movies, tv-shows, animations, etc. The same belief.

The company personally compares it to the arts. Video games are highest form of art we have so far. The user not only creating experiences but absorb passively but the user also creating mediums in which you actively participate and shape. It feeds the users inner imaginations to an unprecedented level. The fact that it's an active experience makes the user hold it in higher regard than that of other entertainment. It is an experience on both the developers and the consumers. The developers reach a state of apotheosis to create worlds in which consumers participate in and I find it as purposeful as life itself. What's the purpose of life? Same goes for video games. Sure it can say the point of it is to make money for the developers and for the consumers to have our dopamine release.

5.1 Background, objectives, and scope

 A game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.

5.2 Operational policies and constraints

Please refer to section 3.2 Operational policies and constraints in the OpsCon document

5.3 Description of the proposed system 

 The software is a game called Video Game Master 3002.

Video Game Master 3002 is to be a fun single player experience. The system must be able to start a new game. The system will also be able to save and load those new game states, so that new games are not mandatory. The user can also expect to select the difficulty. The user will not be able to change it later. The user can attack and defend against enemies. There will be an ability to view statistics, but not all statistics shall appear. The user can also move across terrain. The system will be able to generate terrain and enemies, but no more than one player. The system can also attack and defend against the player. Once a player dies, the save will be deleted.

The goals for the entire system are to be able to do everything stated in b, except for the very first line. As fun is a subjective term, and not everyone can experience it the same way. The application shall be in format of a Japanese Roleplaying Game (JRPG) and roguelike combination. This way every time the player creates a new game state, the player shall experience a new game.

5.4 Modes of operation

Please reference to the use cases and use case diagram.

5.5 User classes and other involved personnel

5.5.1 Organizational structure 

User is the person who will be operating the system. The user is to move around a sprite given to them by the system. With this sprite the user shall be given a few specific tasks to complete. The user must complete the tasks without their health points reaching zero.

The user shall be someone who enjoys a challenge in video games and likes the genres of JRPG and roguelike. They should be able to make strategic decisions and do not require any background of any kind in order to play. This game is is made for any one who would like to play it.

5.5.2 Profiles of user classes

The use case diagram describes how the player will have access to start a new game, save a existing game, load a existing game, select the difficulty level in which the game will be played, option to traverse the terrain, view its statistics, and be able to exit the game when complete or a need to rest. For the system it will able to generate a terrain and be able to generate enemies. Both the player and system will be able to both attack and defend one another in combat.

5.5.3 Interactions among user classes 

The player will be the original user to the system. Only the admins will seize control of a user when they see unordinary activity like account theft, hacking, glitching, and ect.

5.5.4 Other involved personnel 

Not Available

5.6 Support environment 

Support will be given a team of people dedicated to responding to emails. Other than that support will be running a repair function or reinstalling the software.

6 Operational scenarios

The system shall present the first time user with a menu that once with options to begin a new state of the game. Returning users may have the option to load where they were previously. When the user selects a new game the system begins to run as normal. It will generate the terrain required for the user to move around. As the user walks around, there may be a possibility of enemies being generated to attack the user. The user will be able to attack or defend, as will the enemy. The user may also save the game to return later as stated previously.

7 Summary of impacts

7.1 Operational impacts

The organizational impact through the system will be a ease of entertainment and extension to ones real life. Through constant update and introducing new content. This will keep the player base refreshed and a healthy long lasting video game for the future. With an introduction of an Esport it will help with feedback on performance and bring awareness to the player community

8 Analysis of the proposed system

8.1 Benefits

We will be tracking analytics of players in currently playing the game. Through analytics we will see creating accounts and usability and hours spent and changes in the environment in order to make decisions on content to provide to the users and see how we can create a better quality of life fixes

8.2 Disadvantages and limitations

Some disadvantage and limitations the capability of running in a certain platform and amount of space the users system is able to hold.

8.3 Alternatives considered

This will all be developed in house to assure our stakeholder and users will receive fast response and use all the resources available.

9 Appendices

10 Glossary

PC- Personal Computer.

VGM3002 - Video Game Master 3002

Player - is the user of the system


SyRS

Video Game Master 3002

Nicolas Caceda & Luis Mendez

for

Blizzard-Activision

Table of Contents

  1. Introduction
  1. System Purpose
  2. System Scope
  3. System Overview
  1. System Context
  2. System Functions
  3. User Characteristics
  1. Definitions
  1. References
  2. System Requirements
  1. Functional Requirements
  2. Usability Requirements
  3. Performance Requirements
  4. System Interface
  5. Information management
  6. Policies and regulations
  1. Verification
  1. Functional Requirements
  2. Usability Requirements
  3. Performance Requirements
  4. System Interface
  5. Information management
  6. Policies and regulations
  1. Appendices
  1. Assumptions and dependencies
  2. Acronyms and abbreviations

1.        Introduction

Name

For

Date

Version

Nicolas & Luis

Blizzard Entertainment

3/22/2019

v0.01

  1. System Purpose

The purpose of this system is to ensure that the game is as fun as possible for the players to enjoy it to its fullest potential and to generate revenue. It is vital to ensure that the quality that to product produced is to be the best that it can be. We are to make sure that the product matches in line with what Blizzard’s Entertainment eight core values are as referenced in the StRS: Gameplay first, Commit to quality, Play nice; play fair, embrace your INNER GEEK, every voice matters, think globally, lead responsibly, and learn & grow.

  1. System Scope

                a)Video Game Master 3002

b)Video Game Master 3002 is to be a fun single player experience. The system must be able to start a new game. The system will also be able to save and load those new game states, so that new games are not mandatory. The user can also expect to select the difficulty. The user will not be able to change it later. The user can attack and defend against enemies. There will be an ability to view statistics, but not all statistics shall appear. The user can also move across terrain. The system will be able to generate terrain and enemies, but no more than one player. The system can also attack and defend against the player. Once a player dies, the save will be deleted.

c) The goals for the entire system are to be able to do everything stated in b, except for the very first line. As fun is a subjective term, and not everyone can experience it the same way. The application shall be in format of a Japanese Roleplaying Game (JRPG) and roguelike combination. This way every time the player creates a new game state, the player shall experience a new game.  

  1. System Overview

  1. System Context

The only interactions that shall take place in the context of the system’s environment would be the computer that the client plays the game on. The human interaction the system will have is that the human will be the person using the system.

  1. System Functions

                The system must be able to generate terrain for the user to traverse.

                The user must be able to select a difficulty.

                The user must be able to attack.

                The user must be able to defend.

                The system must be able to attack the user.

                The system must be able to defend against the user.

                The user must be allowed to exit the system.

                The system must be able to generate enemies.

                The system should allow save functionality.

                The system should allow the ability to load games.

                The system should allow the ability to look at statistics.

  1. User Characteristics

User is the person who will be operating the system. The user is to move around a sprite given to them by the system. With this sprite the user shall be given a few specific tasks to complete. The user must complete the tasks without their health points reaching zero.

  1. Definitions

                Player- the user of the system.

                Roguelike - subgenre of role playing games that include permanent death

2.        References

        http://us.blizzard.com/en-us/company/about/mission.html

3.        System Requirements

3.1 Functional requirements

FR1. The player shall be able to move their character sprite using the keyboard.

FR2. The player shall be able to save a game to a new/existing game file.

FR3. The player shall be able to load from an existing game file.

FR4. The player shall be able to select a difficulty from within the menus

FR5. The player shall be able to attack an enemy generated by the system and deal damage

FR6. The player shall be able to defend an attack from an enemy and mitigate damage

3.2 Usability requirements

UR1. A player shall be able to start a new game from the main menu.

UR2. A player shall be able to view a tutorial from the main menu.

UR3. A player shall be given a list of tasks to complete viewable from a window.

3.3 Performance requirements

        PR1. The system shall run on 1 GB of RAM

        PR2. The system shall run at 30 Frames per Second

        PR3. The system shall require 512MB of VRAM

        PR4. The system shall require a processor capable of at least 2 GHz

        PR5. The system shall require a minimum of 600MB of storage

3.4 System interface

SI1. The system shall interact with the OS of the user in order to give them an image on screen.

3.5 Information management

IM1. When the game is saved the system shall generate a json file that contains the state of the game that will contain the level seed, character position, and player stats..

IM2. When the game is saved the system shall generate a json file that is saved in the game’s file directory.

3.6 Policies and regulations

        P&R1. The system must have a seizure warning upon starting the program.

4.        Verification

4.1 Functional requirements

FR1. Press the assigned movement keys.

FR2. Check if file generates

FR3. Save a game. Load from that state.

FR4. Select difficulty from menu. Check if damage differs from other difficulties.

FR5. Deal damage to an enemy.

FR6. Defend from an opponent and check if damage is mitigated.

4.2 Usability requirements

UR1. Start a new game.

UR2. View tutorial screen.

UR3. View task screen

4.3 Performance requirements

        PR1. Run on less RAM. Run on more RAM. Document results.

        PR2. If the system requirements are met, check frames.

        PR3. Run on less VRAM. Run on more VRAM. Document results.

        PR4. Run on a low end processors. Run on a high end processor.

PR5. Try installing on low storage. Try installing with enough storage. Try installing with a lot of storage. Document results.

4.4 System interface

SI1. Check if there is an image on the screen.

4.5 Information management

IM1. Check if JSON file is valid.

IM2. Check if JSON file is in a valid location.

4.6 Policies and regulations

                P&R1. Check for health warnings upon starting up the system.

5.        Appendices

5.1 Assumptions and dependencies

        It’s assumed the user will have a PC to play this on.

5.2 Acronyms and abbreviations

        PC - Personal Computer.


SRS

Video Game Master 3002

Nicolas Caceda & Luis Mendez

for

Blizzard-Activision

Table of Contents

  1. Introduction
  1. Purpose
  2. Scope
  3. Product Overview
  1. Product Perspective
  2. Product Functions
  3. User Characteristics
  4. Limitations
  1. Definitions
  1. References
  2. Specific Requirements
  1. External Interfaces
  2. Functions
  3. Usability Requirements
  4. Performance Requirements
  5. Software System Attributes
  1. Verification
  2. Appendices
  1. Assumptions and dependencies
  2. Acronyms and abbreviations

  1. Introduction
  1. Purpose

The main purpose of the software to be released is to make money, but it is also to release a fully functional JRPG and RogueLike. It is to play like a brand new game every time a player dies, but a player will have the ability to save and quit to return to their game later.

  1. Scope

  1.  The software is a game called Video Game Master 3002
  2. Video Game Master 3002 is to be a fun single player experience. The system must be able to start a new game. The system will also be able to save and load those new game states, so that new games are not mandatory. The user can also expect to select the difficulty. The user will not be able to change it later. The user can attack and defend against enemies. There will be an ability to view statistics, but not all statistics shall appear. The user can also move across terrain. The system will be able to generate terrain and enemies, but no more than one player. The system can also attack and defend against the player. Once a player dies, the save will be deleted.
  3. The goals for the entire system are to be able to do everything stated in b, except for the very first line. As fun is a subjective term, and not everyone can experience it the same way. The application shall be in format of a Japanese Roleplaying Game (JRPG) and roguelike combination. This way every time the player creates a new game state, the player shall experience a new game.
  1. Product Overview

  1. Product Perspective
  1. The product relies on the system of the user’s computer. If the computer fails to meet the minimum requirements as referenced in the Performance Requirements of the SyRS, then the computer cannot run this.
  2. The software relies that there the GPU of the user is strong enough to run the game.
  3. It also relies that their OS is compatible with the version of the game they have downloaded.
  4. The game requires that the user has at minimum 1 GB of memory for the game to run functionally.

  1. Product Functions

                The user will be able to select a difficulty.

                The user can attack an enemy.

                The user can defend against an enemy.

                The system can attack the user.

                The system can defend against the user.

                The user is permitted to exit the system whenever they so desire to.

                The system is able able to generate enemies.

                The system allows save functionality.

                The system allows the ability to load games.

                The system allows the user the ability to look at statistics.

  1. User Characteristics

User is the person who will be operating the system. The user is to move around a sprite given to them by the system. With this sprite the user shall be given a few specific tasks to complete. The user must complete the tasks without their health points reaching zero.

The user shall be someone who enjoys a challenge in video games and likes the genres of JRPG and roguelike. They require no level of education to play with the system. The only thing mandated by the system for the user to have is the physical ability to press buttons on a keyboard. If unable to do so, users may be permitted to use modified input devices to play. They should be able to make strategic decisions and do not require any background of any kind in order to play. This game is is made for any one who would like to play it.

  1. Limitations
  1. Hardware limitations:
  1. Minimum requirements:
  1. 1 GB of RAM
  2. Keyboard and mouse
  3. 512 MB of VRAM
  4. 2GHZ Processor
  5. 600 MB Storage
  1. Physical/Mental Considerations:
  1. Amount of time spent playing can be hazardous to one’s health.
  2. Flashing colors may trigger seizures.
  1. Definitions

  1. JRPG- Japanese RolePlaying Game
  2. Player- User of the system
  3. Roguelike- subgenre of role playing games that include permanent death
  1. References

Not Available.

  1. Specific Requirements
  1. External Interfaces

Name:Save file

Description: IM1: When the game is saved the system shall generate a json file that contains the state of the game.

Destination: Saves folder inside of the game’s directory.

  1. Functions

FR1. The player shall be able to move their character sprite using the keyboard.

FR2. The player shall be able to save a game to a new/existing game file.

FR3. The player shall be able to load from an existing game file.

FR4. The player shall be able to select a difficulty from within the menus

FR5. The player shall be able to attack an enemy generated by the system and deal damage

FR6. The player shall be able to defend an attack from an enemy and mitigate damage

  1. Usability Requirements

UR1. A player shall be able to start a new game from the main menu.

UR2. A player shall be able to view a tutorial from the main menu.

UR3. A player shall be given a list of tasks to complete viewable from a window.

  1. Performance Requirements

        PR1. The system shall run on 1 GB of RAM

        PR2. The system shall run at 30 Frames per Second

        PR3. The system shall require 512MB of VRAM

        PR4. The system shall require a processor capable of at least 2 GHz

        PR5. The system shall require a minimum of 600MB of storage

  1. Software System Attributes

SI1. The system shall interact with the OS of the user in order to give them an image on screen.

        P&R 1. The system must have a seizure warning upon starting the program.

  1. Verification

Inspection - Visual comparison towards the requirement

Demonstration - Can demonstrate it has met the requirements

Test - Requires additional hardware/software to test

Requirement ID

Verification Method

3.1.1

Inspection

FR1

Demonstration

FR2

Inspection

FR3

Demonstration

FR4

Demonstration

FR5

Demonstration

FR6

Demonstration

UR1

Demonstration

UR2

Demonstration

UR3

Demonstration

PR1

Test

PR2

Test

PR3

Test

PR4

Test

PR5

Test

SI1

Demonstration

P&R1

Inspection

  1. Appendices
  1. Assumptions and dependencies

                It is assumed the user will have a PC to play this on.

  1. Acronyms and abbreviations

                PC- Personal Computer.