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Class Responsibility Communication:
ClassResponsibilitiesCommunicates with
TORPGContains all the classes of the program MainMenu, Display, Dungeon, Player, Interface, and DataLoader
MainMenuDisplays the opening page with a menu for users to choose different options during game play.TORPG
DisplayHandles all drawing to the screen. TORPG and Inventory
InventoryHandles the inventory management of the player's item using a graphical status bar on the left hand side of the screen.Display
DungeonContains all information about the dungeon.TORPG and DLevel
DLevelContains all information about a single level in the dungeon.Dungeon, DItem, Item, and Monster
DItemInheritance class for different items.DLevel, ASM, Elevator, and Trap
ASMDirects the actions of the randomly placed Automated Shop Machines.DItem
ElevatorDirects elevators, which is one way of moving. between elevators.DItem
TrapPlaces traps. Keeps track of interactions with traps and does the appropriate action.DLevel, Monster, and Player
ItemKeeps track of general item information.DLevel, Equipment, Weapon, Module, and Tool
WeaponKeeps track of weapon modules.Item
ModuleKeeps track of non-weapon modules.Item
ToolKeeps track of non-module, one-use tools.Item
MonsterContains all information for a monster.DLevel
PlayerContains all variables and methods for the player.TORPG
EquipmentKeeps track of all the player's items (weapons, modules, and tools).Player and Item
InterfaceHandles the keyboard input for player movement.TORPG
DataLoaderReads the stored data files for information on monsters, items, etc.TORPG


Use Case
When a user double clicks on our program icon, it will open the program. A splash screen will load to inform the user as to what game they will be playing.
The user will then be prompted whether they want to create a new character, load a saved character, or quit the program.
If the user wishes to create a new character, they will enter their information and create a new character on the first level.
If the user wishes to load a character, they will load from the position they saved.
Their character will then move based on their directions and follow their instructions. As the player travels through the map, the black space is revealed.
However, the character will only be able to see a certain distance of the area he has already traveled because of "Fog of War" so vision will be limited.
Whenever the character interacts with a monster, he and the monster will alternate turns either moving or attacking.
Some monsters will be faster than the character, being able to move more than one space for each space the user moves, and others will be slower, only moving every other character move or so.
The user will advance by finding "elevators" that will carry them down to the next level (or back up if they so choose).
The player can pick up items such as armor enhancements, weapons, inventory expansion items, or money. He can then use the inventory system to equip these items or save them for later. Money can be used to purchase items, which are stored, or sold, at an Automated Seller Machine. These items are not as good as some of the weapons found around the dungeon, but they are more easily accessible.
The modules that the user picks up improve as the character advances through battles. They gain experience as they defeat bigger and better monsters, thus allowing them to better battle better monsters, such as the human immune system.
At any time the user can access his inventory and change weapon, drop items etc. They can also save the game or quit using a menu.
After the user has advanced a certain number of levels he will reach the ultimate level where he must face a great number of monsters to win the game. Then the game tells him to basically wait until the sequel. :)
The user then can enter his name in a high score list and then can rebirth or exit.



Fyre's Domain 2002