I'm struggling with a task as I was given to practice UML and use cases. The problem is that I should model computer version of a board game so I am unsure about a few things. Obviously it does not matter if you play against the PC or another player, the actions are the same. The game is simply like tic tac toe. Actor Player -(Place a diamond)-include-(Check for a row)-include-(Swap players) But the game is played on the PC, so is Check for row really a use case?

Common usecase diagram for games. Ask Question. How should look an use case diagram for a video game (and more particularly for my kind of game)?

And the same with Swap players? Because the system would do that. On the other hand, if it was not, how could I continue? There is no strict rule for the level of abstraction you choose for your use case diagrams, but in general I would not model them too 'low level'. For a real-world scenario, you would probably model the game play as just one single use case.

Examples

If your game has some kind of administrative mode (for example, to change some options), that maybe seen as a different use case. The things you mentioned above like checking for rows and swapping players are better modeled by an activity diagram. EDIT: in terms of use cases, IMHO it does matter if you play against the PC or another player. Sap transport process. Only because the rules of the game are the same, the interaction with the system is quite different (for example, if this is a desktop program, for playing against another human you might use a network connection, need a 'chat mode', and so on).

Use Case Diagram For Snake Game

I developed a simple 2D puzzle game (like 'bejeweled'). It can be played in two modes - 'campaign' and 'quick game'. 'Campaign' mode has several levels. Player can save his progress when quit a campaign level. 'Quick game' mode just generates random level and can't be saved. In both modes player can pause the game and a menu will show up. After completing a level (no matter game mode) a statistic window will show up with buttons for exit and next level (if 'campaign mode').

Diagram Use Case

Use case diagram examples

Main menu structure:. Continue (if there is a saved progress). New game (game starts from first level; clears the progress). Quick game.

Exit Pause menu structure:. Continue (resumes the game). Back (goes to main menu and saves the progress if it's 'campaign' mode) I have to create an usecase diagram, but I have difficulties. I have made usecase diagrams for windows based software (where there are forms, buttons, textboxes, etc.), but never for games. How should look an use case diagram for a video game (and more particularly for my kind of game)? After that I have to create activity diagrams to explain the whole process in details. If it's important for the use case diagram.