37 Module Three Project Log Team Development: QA and Testing Plan
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Module Three Project Log Prompt Questions:

Develop a plan for quality assurance and testing your product. In your plan, be sure to include the following:

  • How will you test objects, levels, and games during the development cycle? Develop a schedule and include:
    • Play Test: Testing during the preproduction stage
    • Demo: Testing before marketing will demo the project
    • Code Release: Checking the code release demo with the test plan
    • What items will be tested? Include a checklist of items to be tested (pass/fail).
    • How will you update the test plan to reflect changes to the game and design document?
    • How will bugs be reported?
    • How will the bugs and their changes be tracked over time?

*Please note: This is a summary of the discussion that was had at our Module Three Team Project Log meeting. This meeting was held using a Discord voice channel. Group participants were Kylie Nencetty, Daniel Noel, Joe Rafferty, Brigitte Rollain, and Jenji Sayre. Any information that is followed by parentheses and a group members name indicates that this person contributed to the idea during the discussion.


How will you test objects, levels, and games during the development cycle?

  • All features will be tested throughout their development frequently. (Group Decision)
  • Play Test: Testing that will be done during the preproduction stage, before the release of the alpha (end of week 4). (Group Decision)
    • Categories of features to be tested are as follows:
      • Player Keybinds
      • Jump Pads
      • Platforms
      • Capillaries
      • Acid Pools
      • Hazmat Suit
      • Health Pickup
      • Virus Sample
      • Scene
      • HUD
      • Crafting Station
    • These categories were made as a Group Decision.
  • Demo: Testing that will be done before the release of the beta (end of week 5). (Group Decision)
    • Categories of features to be tested are as follows:
      • Player Keybinds
      • Acid Pools
      • Hazmat Suit
      • Health Pickup
      • Virus Sample
      • Information Screen
      • AI
      • Crafting Station
      • Craftable Vaccines
      • End of Game Conditions
      • Projectiles
      • Viruses
      • Health Damage
    • These categories were made as a Group Decision.
  • Code Release: Testing that will be done before the final code release (end of week 6). (Group Decision)
    • Categories of features to be tested are as follows:
      • Run all alpha tests again to ensure that bug fixes have not introduced new bugs.
      • Run all beta tests again to ensure that bug fixes have not introduced new bugs.
      • Textures, Materials, and Models.
    • These categories were made as a Group Decision.

What items will be tested? Include a checklist of items to be tested (pass/fail):

Alpha Test Stage:

  • Player Keybinds: (Joe Rafferty) * Press W, Player moves forward * Press S, Player moves backward * Press A, Player moves left * Press D, Player moves right * Press Space, Player jumps * Press left CTRL, Player crouches * Press ESC, information screen toggles * Press E, Interacts with object * Press Left Mouse Button, Projectile Fires * Press TAB, task list toggles * Press 1, 2, 3 to toggle between ammo types * Press H to use Health Pickup
  • Jump Pads: (Daniel Noel) * Jump Pads launch character into the air
  • Platforms: (Daniel Noel) * Player can reach each platform
  • Capillaries: (Brigitte Rollain) * Player cannot move through unless crouched * Player can move all the way through while crouched
  • Acid Pools: (Brigitte Rollain) * Ensure collision does not prevent player from entering acid pools
  • Hazmat Suit: (Jenji Sayre) * Item disappears from scene upon pickup
  • Health Pickup: (Jenji Sayre) * Item disappears from scene upon pickup
  • Virus Sample: (Jenji Sayre) * Item disappears from scene upon pickup
  • Scene: (Daniel Noel) * All 5 required rooms are in level * All rooms can be accessed by player
  • HUD: (Kylie Nencetty) * Displays task list, Virus sample icons, Hotbar icons, and Health bar
  • HUD: Task List: (Kylie Nencetty) * Updates task list with player progression as expected
  • HUD: Virus Sample: (Jenji Sayre) * Icons are Grey when sample collection is incomplete * Icons are colored when sample collection is complete * Icons display a ring around them when vaccine has been created
  • HUD: Hotbar: (Joe Rafferty) * Icons are grey if vaccines have not been created * Icons are colored when vaccine has been created
  • HUD: Health bar: (Joe Rafferty) * Changes correctly in relation to health percentage
  • Crafting Station: (Daniel Noel) * Is able to be interacted with

Beta Test Stage:

  • Player Keybinds: (Joe Rafferty) * Press H, Health pickup (Time Permitted Function)
  • Acid Pools: (Kylie Nencetty) * Applies damage to player over time
  • Hazmat Suit: (Daniel Noel) * Reduces damage from virus * HUD health bar changes aesthetically after pickup of hazmat suit * Player model's arms have a slightly different appearance to signify hazmat suit has been collected * After picking up hazmat suit, HUD receives a slightly darker view to signify that player is now looking through a mask
  • Health Pickup: (Jenji Sayre) * Restores percentage of health upon pick up
  • Virus Sample: (Brigitte Rollain) * Damages player if in close proximity without hazmat suit * Kills player upon pickup if hazmat suit has not been collected
  • Information Screen: (Kylie Nencetty) * Ensure all tabs are clickable * Ensure all tabs switch to intended widget * Ensure all tabs meet predetermined design requirements
  • AI: (Joe Rafferty) * Viruses are reproducing * Virus reproduction type is random * Virus reproduction limit of 20 * Virus reproduction is time based with random offset * Alpha virus moves at moderate pace * Beta virus moves at slow moving pace * Gamma virus floats and moves around environment * Viruses do not clip through environment
  • Crafting Station: (Brigitte Rollain) * Verify vaccine is created for only viruses of which all samples have been collected. * Crafting widget appears on screen (Time Permitted Function)
  • Craftable Vaccines: (Brigitte Rollain) * Alpha vaccine only destroys Alpha Virus * Beta vaccine only destroys Beta Virus * Gamma vaccine only destroys Gamma Virus
  • End of Game: (Kylie Nencetty) * First level completed widget appears when all viruses have been eliminated * Game over widget appears when player loses 100% of health * Play Again button resets level (on both widgets)
  • Projectiles: (Daniel Noel) * Projectile fires as expected (i.e. path, direction, velocity)
  • Viruses: (Jenji Sayre) * Player takes damage within proximity of viruses
  • Health Damage: (Jenji Sayre) * Upon player taking damage health is reduced

Code Release Test Stage:

  • Alpha Tests: (Group Decision) * Run through Alpha tests again
  • Beta Tests: (Group Decision) * Run through Beta tests again
  • Textures, Materials, & Models: (Jenji Sayre) * Ensure all assets are implemented correctly with appropriate textures/materials * Ensure aesthetics are displaying as expected

How will you update the test plan to reflect changes to the game and design document?

  • Updates will be notated in the designated Test Plan Document and the traceability matrix when applicable. (Group Decision)
  • The importance/necessity of any changes or features will be evaluated as a team. (Group Decision)
    • We will then determine, as a team, which phase any changes need to be implemented and tested. (Group Decision)

How will bugs be reported?

  • Bugs will be reported using the issue tracker within Bitbucket. (Group Decision)
    • Within the issue tracker, the bug will be assigned to the appropriate team member to resolve. (Group Decision)
    • Once resolved, the assigned team member will change the issue to resolved within the issue tracker. (Group Decision)
  • We will also discuss bugs informally during our team meetings and using the discord server.

How will the bugs and their changes be tracked over time?

  • As previously mentioned, bugs will be tracked over time using the issue tracker in Bitbucket. (Group Decision)
    • Once a bug is resolved, it will be marked as resolved within the issue tracker. (Group Decision)
  • Also previously mentioned, we will be recording bugs and their changes using a Google Docs sheet. This sheet is formatted as an Excel document. The sheet contains a traceability matrix, and separate pages for each stage of testing (Alpha, Beta, and Code Release). All team members will be able to edit these sheets. We can record test results here as well as changes that were made to resolve bugs. (Group Decision)

Green Team's Google Sheets Excel Document

  • Page One: Traceability Matrix
  • Page Two: Alpha Test Plan
  • Page Three: Beta Test Plan
  • Page Four: Code Release Plan