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## **What parts of the plan did the team perceive to go wrong in relation to the last stage evaluation?** ##
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## **What parts of the plan did the team perceive to go wrong in relation to the last stage evaluation?** ##
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For the most part, the team considered this testing stage an overall success (*Group Decision*). However, we do see room for improvement in our test plan process. There were issues that we noticed during our alpha testing that we thought were not ‘game-breaking’ but just took away from the end-user experience in terms of how difficult the mechanics were (*Group Decision*). A primary example of one of these issues is the jump pad in the stomach. At the time, we believed that this was just a bit too difficult of a jump to make successfully, but we were unsure that it needed to be resolved because it was still working. However, once we fixed other issues in the game the question of whether this jump pad was an issue or not became glaringly obvious—not only is it an issue, but it can almost be considered a game-breaking issue to a player who was not involved in the game development process (*Brigitte Rollain, Daniel Noel*). In retrospect, we should have focused on every issue even if we weren’t sure that it was truly a problem (Joe Rafferty). It is important to have a fix ready to implement if it becomes a larger issue once other bugs are addressed (Kylie Nencetty). In the future, we will be broadening our focus when implementing bug fixes to a wider array of what we consider a ’bug’ (Jenji Sayre).
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For the most part, the team considered this testing stage an overall success (*Group Decision*). However, we do see room for improvement in our test plan process. There were issues that we noticed during our alpha testing which we thought were not ‘game-breaking’ but took away from the end-user experience in terms of how difficult the mechanics were (*Group Decision*). A primary example of one of these issues is the jump pad in the stomach. At the time, we believed that this was just a bit too difficult of a jump to make successfully, but we were unsure that it needed to be resolved because it was still working. However, once we fixed other issues in the game the question of whether this jump pad was an issue or not became glaringly obvious—not only is it an issue, but it can almost be considered a game-breaking issue to a player who was not involved in the game development process (*Brigitte Rollain, Daniel Noel*). In retrospect, we should have focused on every issue even if we weren’t sure that it was truly a problem (Joe Rafferty). It is important to have a fix ready to implement if it becomes a larger issue once other bugs are addressed (Kylie Nencetty). In the future, we will be broadening our focus when implementing bug fixes to a wider array of what we consider a ’bug’ (Jenji Sayre).
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