Quote:Surely it need a lot of refinement and maybe splitting in two (or more?) use cases, but I've written it from the top of my head. My questions are, who would be the actors on the engine? Should I consider each subsystem separately from the whole engine/game (each one with its own actors, which can be other subsystems)? And another one, there would be lots of use cases for a whole game, so maybe there should be high-level use cases that encompas lower level functionalities. What do you think? Any comments advices are greatly apreciated, i have no experience using UML and that for game designing. Thanks.
Title: Using environment items as weapons. Description: A character can pick items and use it as weapons to hit enemies. Actors: Main Character (MC), Enemy Character (EC), item (weapon). Principal flow: - MC approaches an item he wants to pick. - Item gets added to MC's inventory. - MC activates item as principal weapon. - MC hits EC with his principal weapon.