Whilst it would be nice to say yeah, “stick it to the man, don’t do the assignment and make the best game you can”
They are the rings you’ve got to jump through to get your degree
Special controllers may refer to controllers for less abled persons, such as foot pedals http://amzn.eu/9upz4NK
or even colourblind options
Number of animations per character is something you’ll have to answer yourself
you’ll need to exhaustively list every animation the character will need, take your time on this one, it’s very easy to overlook common animations (idle, walk, run, take damage, death, use object .etc)
Number of colours per texture map
not too sure what this one could mean;
it could refer to a limited colour palette, which is more a creative choice than a technical limit these days (NES could only support 64 colours)
Or it could mean colour channels within a texture, for example; for PBR (Physically based rendering) texture maps it is common to pack each texture into a single texture,
using each colour channel as a PBR map,
Blue channel = metallic, Green Channel = roughness and so on
Camera and game view restrictions
Guess this means the perspective in which you’ll play from? Third person, first person, RTS style God view?
and probably covers in what ways does the player have control over the camera, can they rotate it, can they zoom, can they move the camera independently of the the character(s).
Number of characters than can be present on screen at one time
It’d be good if you gathered some empirical data for this yourself, open up ue4 and maybe, the third person example game and chuck in as many characters into the level as you can, and note the amount of characters vs your frame rate
then it’s up to you to decide what an acceptable limit is.
Polygons per level and character
often referred to as your polygon budget, is wholely a subjective limit
UE4 has no problem rendering millions of polys in static meshes,
characters is pretty much the same deal, the limiting factor with characters is normally the amount of bones in the skeleton,
but for numbers sake, WoW has characters with about 3k polys and looks great for it’s artstyle, and Ryse Son of Rome has characters pushing 80k and looks great too
so anywhere in between is fine
It’s generally a good idea to have a low as possible polycount,
but if you’re making an asset for a client, and they say you have poly budget of 3k, it’s best to make the asset have around 3k,
you wont get any points for making the asset have 300 polys
Tells you how you can see the no. of tris in your scene
not sure what the upper limit of ue4 is
Hope some of this helps