SimsU Requirements ------------------ rhsieh (Richard Hsieh) 02/14/03 Management: High priority: - user will start with a fixed amount of money - buildings each cost a fixed amount of money to build - user can upgrade a building to enhance its facilities, increasing amount of people it can hold, but doing so will prevent people from using the building - building and upgrading take a fixed amount of time to do - a screen will be provided for the user to see the status of his university: - enrollment - budget - college ranking (ie. ivy league status, state school status) - a screen will be provided for the user to hire professors - a listing of professors with their ratings and their prices will be shown - enrollment will increase when: - student:professor ratio is low - professors are highly ranked - the user's school is highly ranked - students are greater than average happy decrease when: - students are less than average happy -- they will drop out - there are too many students and not enough facilities - support for day and night (studying in the day, party at night!), semester - students can only enroll at the beginning of the semester, and graduate at the end of one Low priority: - user can manage students class schedules - users can decide who to reject from the school Map: High priority: - map will be an overview map similar to simcity series - buildings will take up a fixed block of space on the map - people enter buildings - buildings will show the amount of people in the building, who exactly is in the building - the user can build roads and walkways which will automatically connect - the user can add greenery to enhance people's happiness - trees - the user has the option of upgrading buildings - the user can click on buildings/spaces and people and a information window on the ui will update Low priority: - allow user to look inside a building UI: High priority: - a panel will have icons that will allow the user to: - go to configuration/information menus - build houses - a panel which will display information about the building or person clicked on People: High priority: - people in the game will walk around the map - they will avoid other people and avoid buildings - they will interact with other people - they will enter buildings - when they enter a living space, they can rest or socialize - when they enter a classroom, they can increase their knowledge - when they enter a cafeteria, they can satisfy their hunger, thirst - when they enter a library, they can increase their grades - when they go on the main green, they can socialize and play - when they enter the student center, they can - students will be rated by: - their gpa - their social ability - their happiness - professors will be rated by: - their teaching ability - their likeability - their ability to keep students awake - ratings go up based on what students do in the game Low priority: - there will be lots of different types of people - frat boy, jock, nerd, orchestra dork, computer geek, etc. ;-) Building/spaces: High priority: - The user will have the option of building: - 2 living spaces: - greek house - theme house (ie. music, technology) - dorm - 1 classroom building - 1 cafeteria - 1 library - 1 main green - 1 student center - 1 campus bar Low Priorty: - The user will have the option of building: - multiple types of dorms - freshman housing - suites vs. singles - multiple cafeterias - fast food - dining hall - multiple libraries - science library - humanities library - music library