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@ -19,7 +19,7 @@ In your plan, be sure to include the following:
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## **How will you test objects, levels, and games during the development cycle?** ##
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* All features will be tested throughout their development frequently.
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* **Play Test:** Testing that will be done during the preproduction stage, before the release of the alpha (end of week 4). (**Group Decision**)
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* **Play Test:** Testing that will be done during the preproduction stage, before the release of the alpha (end of week 4). (*Group Decision*)
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* Categories of features to be tested are as follows:
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* Player Keybinds
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* Jump Pads
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@ -32,8 +32,8 @@ In your plan, be sure to include the following:
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* Scene
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* HUD
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* Crafting Station
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* These categories were made as a **Group Decision**.
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* **Demo:** Testing that will be done before the release of the beta (end of week 5). (**Group Decision**)
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* These categories were made as a *Group Decision*.
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* **Demo:** Testing that will be done before the release of the beta (end of week 5). (*Group Decision*)
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* Categories of features to be tested are as follows:
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* Player Keybinds
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* Acid Pools
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@ -48,19 +48,19 @@ In your plan, be sure to include the following:
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* Projectiles
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* Viruses
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* Health Damage
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* These categories were made as a **Group Decision**.
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* **Code Release:** Testing that will be done before the final code release (end of week 6). (**Group Decision**)
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* These categories were made as a *Group Decision*.
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* **Code Release:** Testing that will be done before the final code release (end of week 6). (*Group Decision*)
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* Categories of features to be tested are as follows:
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* Run all alpha tests again to ensure that bug fixes have not introduced new bugs.
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* Run all beta tests again to ensure that bug fixes have not introduced new bugs.
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* Textures, Materials, and Models.
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* These categories were made as a **Group Decision**.
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* These categories were made as a *Group Decision*.
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## **What items will be tested? Include a checklist of items to be tested (pass/fail):** ##
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### **Alpha Test Stage:** ###
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* **Player Keybinds:** (**Joe Rafferty**)
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* **Player Keybinds:** (*Joe Rafferty*)
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* Press W, Player moves forward
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* Press S, Player moves backward
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* Press A, Player moves left
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@ -73,60 +73,60 @@ In your plan, be sure to include the following:
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* Press TAB, task list toggles
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* Press 1, 2, 3 to toggle between ammo types
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* Press H to use Health Pickup
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* **Jump Pads:** (**Brigitte Rollain**)
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* **Jump Pads:** (*Brigitte Rollain*)
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* Jump Pads launch character into the air.
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* **Platforms:** (**Daniel Noel**)
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* **Platforms:** (*Daniel Noel*)
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* Player can reach each platform
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* **Capillaries:** (**Brigitte Rollain**)
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* **Capillaries:** (*Brigitte Rollain*)
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* Player cannot move through unless crouched
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* Player can move all the way through while crouched
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* **Acid Pools:** (**Brigitte Rollain**)
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* **Acid Pools:** (*Brigitte Rollain*)
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* Ensure collision does not prevent player from entering acid pools
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* **Hazmat Suit:** (**Jenji Sayre**)
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* **Hazmat Suit:** (*Jenji Sayre*)
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* Item disappears from scene upon pickup
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* **Health Pickup:** (**Jenji Sayre*)
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* **Health Pickup:** (*Jenji Sayre*)
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* Item disappears from scene upon pickup
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* **Virus Sample:** (**Jenji Sayre**)
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* **Virus Sample:** (*Jenji Sayre*)
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* Item disappears from scene upon pickup
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* **Scene:** (**Daniel Noel**)
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* **Scene:** (*Daniel Noel*)
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* All 5 required rooms are in level
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* All rooms can be accessed by player
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* **HUD:** (**Kylie Nencetty**)
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* **HUD:** (*Kylie Nencetty*)
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* Displays task list, Virus sample icons, Hotbar icons, and Health bar
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* **HUD: Task List:** (**Kylie Nencetty**)
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* **HUD: Task List:** (*Kylie Nencetty*)
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* Updates task list with player progression as expected
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* **HUD: Virus Sample:** (**Kylie Nencetty**)
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* **HUD: Virus Sample:** (*Kylie Nencetty*)
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* Icons are Grey when sample collection is incomplete
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* Icons are colored when sample collection is complete
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* Icons display a ring around them when vaccine has been created
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* **HUD: Hotbar:** (**Joe Rafferty**)
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* **HUD: Hotbar:** (*Joe Rafferty*)
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* Icons are grey if vaccines have not been created
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* Icons are colored when vaccine has been created
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* **HUD: Health bar:** (**Joe Rafferty**)
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* **HUD: Health bar:** (*Joe Rafferty*)
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* Changes correctly in relation to health percentage
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* **Crafting Station:** (**Joe Rafferty**)
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* **Crafting Station:** (*Joe Rafferty*)
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* Is able to be interacted with
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### **Beta Test Stage:** ###
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* **Player Keybinds:** (**Joe Rafferty**)
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* **Player Keybinds:** (*Joe Rafferty*)
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* Press H, Health pickup (Time Permitted Function)
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* **Acid Pools:** (**Kylie Nencetty**)
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* **Acid Pools:** (*Kylie Nencetty*)
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* Applies damage to player over time
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* **Hazmat Suit:** (**Daniel Noel**)
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* **Hazmat Suit:** (*Daniel Noel*)
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* Reduces damage from virus
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* HUD health bar changes aesthetically after pickup of hazmat suit
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* Player model's arms have a slightly different appearance to signify hazmat suit has been collected
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* After picking up hazmat suit, HUD receives a slightly darker view to signify that player is now looking through a mask
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* **Health Pickup:** (**Jenji Sayre**)
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* **Health Pickup:** (*Jenji Sayre*)
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* Restores percentage of health upon pick up
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* **Virus Sample:** (**Joe Rafferty**)
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* **Virus Sample:** (*Joe Rafferty*)
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* Damages player if in close proximity without hazmat suit
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* Kills player upon pickup if hazmat suit has not been collected
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* **Information Screen:** (**Kylie Nencetty**)
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* **Information Screen:** (*Kylie Nencetty*)
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* Ensure all tabs are clickable
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* Ensure all tabs switch to intended widget
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* Ensure all tabs meet predetermined design requirements
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* **AI:** (**Joe Rafferty**)
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* **AI:** (*Joe Rafferty*)
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* Viruses are reproducing
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* Virus reproduction type is random
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* Virus reproduction limit of 20
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@ -135,46 +135,46 @@ In your plan, be sure to include the following:
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* Beta virus moves at slow moving pace
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* Gamma virus floats and moves around environment
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* Viruses do not clip through environment
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* **Crafting Station:** (**Joe Rafferty**)
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* **Crafting Station:** (*Joe Rafferty*)
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* Verify vaccine is created for only viruses of which all samples have been collected.
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* Crafting widget appears on screen (Time Permitted Function)
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* **Craftable Vaccines:** (**Brigitte Rollain**)
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* **Craftable Vaccines:** (*Brigitte Rollain*)
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* Alpha vaccine only destroys Alpha Virus
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* Beta vaccine only destroys Beta Virus
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* Gamma vaccine only destroys Gamma Virus
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* **End of Game:** (**Kylie Nencetty**)
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* **End of Game:** (*Kylie Nencetty*)
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* First level completed widget appears when all viruses have been eliminated
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* Game over widget appears when player loses 100% of health
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* Play Again button resets level (on both widgets)
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* **Projectiles:** (**Daniel Noel**)
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* **Projectiles:** (*Daniel Noel*)
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* Projectile fires as expected (i.e. path, direction, velocity)
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* **Viruses:** (**Jenji Sayre**)
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* **Viruses:** (*Jenji Sayre*)
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* Player takes damage within proximity of viruses
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* **Health Damage:** (**Jenji Sayre**)
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* Upon player taking damage health is reduced
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### **Code Release Test Stage:** ###
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* **Alpha Tests:** (**Group Decision**)
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* **Alpha Tests:** (*Group Decision*)
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* Run through Alpha tests again
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* **Beta Tests:** (**Group Decision**)
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* **Beta Tests:** (*Group Decision*)
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* Run through Beta tests again
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* **Textures, Materials, & Models:** (**Jenji Sayre**)
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* **Textures, Materials, & Models:** (*Jenji Sayre*)
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* Ensure all assets are implemented correctly with appropriate textures/materials
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* Ensure aesthetics are displaying as expected
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## **How will you update the test plan to reflect changes to the game and design document?** ##
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* Updates will be notated in the designated Test Plan Document and the traceability matrix when applicable. (**Group Decision**)
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* The importance/necessity of any changes or features will be evaluated as a team. (**Group Decision**)
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* We will then determine, as a team, which phase any changes need to be implemented and tested. (**Group Decision**)
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* Updates will be notated in the designated Test Plan Document and the traceability matrix when applicable. (*Group Decision*)
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* The importance/necessity of any changes or features will be evaluated as a team. (*Group Decision*)
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* We will then determine, as a team, which phase any changes need to be implemented and tested. (*Group Decision*)
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-----------------------------------------------------------------------------------------------------------------
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## **How will bugs be reported?** ##
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* Bugs will be reported using the issue tracker within Bitbucket. (**Group Decision**)
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* Within the issue tracker, the bug will be assigned to the appropriate team member to resolve. (**Group Decision**)
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* Once resolved, the assigned team member will change the issue to resolved within the issue tracker. (**Group Decision**)
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* Bugs will be reported using the issue tracker within Bitbucket. (*Group Decision*)
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* Within the issue tracker, the bug will be assigned to the appropriate team member to resolve. (*Group Decision*)
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* Once resolved, the assigned team member will change the issue to resolved within the issue tracker. (*Group Decision*)
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