Chapter 16


  1. The two factors are how well your department is run and whether or not you are behind on your project.

  2. You may not wish to automate testing if you are unwilling to invest in the staffing and game infrastructure changes that are necessary to make test automation successful.

  3. Improved game reliability, greater tester and machine efficiency, consistency of results, faster testing, and the ability to simulate tremendously large numbers of concurrent players for stress and load testing without having to use large pools of human testers are good reasons to automate.

  4. Online multiplayer games, first-person shooters, puzzle games, and mobile games are all suitable candidates for at least some degree of test automation.

  5. Play sequences, repeating actions, user interfaces, and randomly walking through game worlds are all useful applications of test automation.

  6. Whenever an object or player attribute or property changes, make sure you are checking (logging) before and after then change. The following SimScript-like sequence implements the test described for this exercise:

     # guitar test log_objects place_object   guitar     10 10 log_objects move_object   guitar     40 40 log_objects set_data     avatar           guitar_skill 0 use_object    guitar           shred wait_until     avatar         guitar_skill 100 log_objects place_object    guitar   10 10 log_objects 



Game Testing All in One
Game Testing All in One (Game Development Series)
ISBN: 1592003737
EAN: 2147483647
Year: 2005
Pages: 205

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