Busta’ Sandwich. Life Cycle Architecture. Specifications. Game State Transitions. Game Layout. Objective. Single Player – Obtain highest score possible by fulfilling as many sandwich orders as possible before the chef explodes from eating too many leftover sandwiches.
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Life Cycle Architecture
A 5x5 grid of sandwich ingredients.
Highlights currently selected ingredient in the grid. Player can choose to swap this ingredient horizontally or vertically.
A sprite of a chef that represents the “life” bar of the player. Chef gains weight as player has to eat sandwiches from unfulfilled orders and eventually explodes if chef grows too fat.
As orders are fulfilled the tip jar fills with money, once filled the player can use the self submit button to eat a sandwich with restorative powers.
A set of 3 orders from customers with sandwich ingredients and time to fulfill request. As orders are fulfilled they drop out of the queue and new ones are added.
Ingredients from bottom row of grid are fed to chef.
Ingredients from bottom row of grid are matched to a customer order, if no order exists that matches the ingredients chef has to eat sandwich.
Shows a selected opponent’s chef icon, game board, tip jar and order queue.
Ingredients from bottom row of grid fed to current opponent.
For games with more than two players, chef icons for all opponents will be displayed along with cursor highlighting which opponent is on the Current Opponent window.
A structure that contains all the information required to store the state of the game at any point. Contains instances of other model types, including Customer queue, Ingredient matrix, score, Chef state, Tip Jar, etc.
Each development team will test its module heavily before committing to CVS
Each team must make sure their new modification doesn’t break the system.
August 9. Release to friends to test game play