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Chapter 1: Two Rules of Game Testing
Figure 1.1: Resources balanced with project scope.
Figure 1.2: Budget reduction causes pressure.
Figure 1.3: Budget and headcount pressure caused by project scope increase.
Figure 1.4: Low trust means more testing.
Figure 1.5: More trust leads to less testing.
Figure 1.6: Our world (left) and the tester loving world (right).
Chapter 2: Being a Game Tester
Figure 2.1: Game testing activities.
Figure 2.2:
Knights of the Old Republic
character selection screen initial state showing Male Scoundrel.
Figure 2.3: DevTrack's new defect window.
Figure 2.4: Defect title and description.
Figure 2.5: Defect priority selection.
Figure 2.6: Defect type selection.
Chapter 3: Why Testing is Important
Figure 3.1: Mainline of a simple version tree.
Figure 3.2: A version tree with a branch.
Figure 3.3: Merging back to the mainline.
Chapter 4: The Game Team
Figure 4.1: 3D skeleton frame.
Figure 4.2:
Super Street Racer
game state flow.
Figure 4.3:
Super Street Racer
Dealership screen layout.
Figure 4.4: Job role/project assignment matrix.
Chapter 5: The Game Production Cycle
Figure 5.1: Train chase concept art from
Everything or Nothing
.
Figure 5.2: Story patterns of varying length and complexity.
Chapter 6: Software Quality
Figure 6.1: Sigma table excerpt for various sizes of delivered software.
Figure 6.2: Game code phase containment data.
Figure 6.3: Game code phase containment graph.
Figure 6.4: Game code phase containment data with expanded test categories.
Figure 6.5: Game test phase containment data.
Figure 6.6: Game test phase containment graph.
Figure 6.7: Pareto Chart of defects per KLOC for each game subsystem.
Figure 6.8: Control chart of weekly code change in KLOC.
Figure A.1: Control Chart for review rates.
Chapter 7: Test Phases
Figure 7.1: Console racing game timeline.
Figure 7.2: Typical entry in a bug database.
Figure 7.3: Test kickoff checklist.
Figure 7.4: Test creation kickoff checklist.
Chapter 8: The Test Process
Figure 8.1: Black box testing planning inputs and examining outputs.
Figure 8.2: The player's feedback loop adjusts to the game's input and vice versa.
Figure 8.3: The testing process feedback loop.
Figure 8.4: Portion of a test suite for
Minesweeper
.
Chapter 9: Testing by the Numbers
Figure 9.1: Planned and actual test execution progress data.
Figure 9.2: Planned and actual test execution progress graph.
Figure 9.3: Test completion rate per tester per day.
Figure 9.4: Tester participation rate calculations.
Figure 9.5: Test Effectiveness measurements.
Figure 9.6: Test Effectiveness graph.
Figure 9.7: TE measured for individual testers.
Figure 9.8: Defect severity trend data.
Figure 9.9: Defect severity trend graph.
Figure 9.10: Empty Star Chart.
Chapter 10: Combinatorial Testing
Figure 10.1: First two columns of Jedi combat test.
Figure 10.2: Complete three-way combinatorial table for Jedi combat test.
Figure 10.3: Adding Force choices for the Male rows.
Figure 10.4: Adding the first Force choice for the Female character tests.
Figure 10.5: Completed pairwise combinatorial table for three Jedi combat parameters.
Figure 10.6: ESPN NFL 2K5Game Options screen.
Figure 10.7: Starting the NFL 2K5 Game Options test table.
Figure 10.8: Adding the second set of Play Calling values.
Figure 10.9: Completing the Play Calling column.
Figure 10.10: Starting the Game Speed column.
Figure 10.11: Adding the second set of Game Speed values.
Figure 10.12: Completing the Game Speed column.
Figure 10.13: Starting the Challenges column.
Figure 10.14: Adding the second set of Challenges values.
Figure 10.15: Completing the Challenges column.
Figure 10.16: Starting the Coach Mode column.
Figure 10.17: Adding to the Coach Mode column.
Figure 10.18: Completing the Coach Mode column.
Figure 10.19: Starting the Multiple Routes column.
Figure 10.20: Restarting the Multiple Routes column.
Figure 10.21: Adding to the Multiple Routes column.
Figure 10.22: The completed Game Options test table.
Figure 10.23:
HALO
Advanced Controls option selection screen.
Figure 10.24: Look Sensitivity values placed into table template.
Figure 10.25: Invert Thumbstick values added to the table.
Figure 10.26: Completed Advanced Controls table.
Figure A.2:
ESPN NFL 2K5
game options test table with seven parameters.
Figure A.3:
ESPN NFL 2K5
game options test table with 2 min value combinations.
Figure A.4:
ESPN NFL 2K5
Create Player pairwise combinatorial table.
Chapter 11: Test Flow Diagrams
Figure 11.1: Flow components .
Figure 11.2: Welcome to SmartDraw! window.
Figure 11.3: Create New Drawing window.
Figure 11.4: Arrowheads window.
Figure 11.5: Starting the Ammo TFD.
Figure 11.6: TFD after picking up a weapon.
Figure 11.7: TFD with
HaveGun
and
HaveAmmo
states.
Figure 11.8: Return flows added from
HaveGun
and
HaveAmmo
.
Figure 11.9: Flows added to get both gun and ammo.
Figure 11.10: Return flows added from
HaveGunHaveAmmo
.
Figure 11.11: Loaded gun and shooting flows added.
Figure 11.12: Flow added to shoot gun with no ammo.
Figure 11.13: The completed Ammo TFD.
Figure 11.14:
Unreal Tournament 2004
Bio-Rifle AmmoEffects.
Figure 11.15: Unreal Tournament 2004Bio-Rifle GunEffects.
Figure A.5: Mobile game suspension TFD.
Chapter 12: Cleanroom Testing
Figure 12.1:
NFL 2K5
offensive tendencies for players Haiken and Danny.
Figure 12.2:
NFL 2K5
defensive tendencies for players Haiken and Danny.
Figure 12.3: Look Sensitivity values with usage percentages.
Figure 12.4: Invert Thumbstick values with usage percentages.
Figure 12.5: Controller Vibration values with usage percentages.
Figure 12.6: Invert Flight Control values with usage percentages.
Figure 12.7: Auto-Center values with usage percentages.
Figure 12.8: HALO Advanced Controls Cleanroom combinatorial table shell.
Figure 12.9: The first Advanced Controls Cleanroom combinatorial test.
Figure 12.10: Two Advanced Controls Cleanroom combinatorial tests.
Figure 12.11: Three Advanced Controls Cleanroom combinatorial tests.
Figure 12.12: Four Advanced Controls Cleanroom combinatorial tests.
Figure 12.13: Five Advanced Controls Cleanroom combinatorial tests.
Figure 12.14: Completed Advanced Controls Cleanroom combinatorial table.
Figure 12.15: Example flow with usage probability.
Figure 12.16: Unlock Item TFD with usage probabilities added.
Figure 12.17: Unlock Item TFD with altered flow 9.
Figure 12.18: Unlock Item TFD with altered flows 6 and 9.
Figure 12.19: Unlock Item TFD without usage probabilities.
Figure 12.20: Casual player usage table for Unlocked Item TFD flows.
Figure 12.21: Inverted usage percentages for the Look Sensitivity parameter.
Figure 12.22: Inverted flow usage table initialized with Enter and Exit flow data.
Figure 12.23: Fixed usage added for flows leaving
NoPointsItemLocked
.
Figure 12.24: Inverted usage added for flows leaving
HavePointsItemLocked
.
Figure 12.25: Inverted usage added for flows leaving
HavePointsItemUnlocked
.
Figure 12.26: Inverted usage added for flows leaving
NoPointsHaveItem
.
Figure 12.27: Completed table with inverted usage for
NoPointsItemUnlocked
.
Figure 12.28: Inverted Casual player usage and ranges for Unlock Item TFD.
Figure A.6: Unlock Item TFD with inverted usage values.
Chapter 13: Test Trees
Figure 13.1:
Dawn of War
two-level test case tree.
Figure 13.2: Skirmish Game Mode test case sub-tree added.
Figure 13.3:
Dawn of War
technology tree for Eldar Aspect Portal.
Figure 13.4: Blue Mage and Illusionist job trees for Humans in FFTA.
Figure 13.5: Black Pendant card.
Figure 13.6: Top level of Black Pendant test tree.
Figure 13.7: Two-level Black Pendant test tree design.
Figure 13.8: Black Pendant test tree design with causes added.
Figure 13.9: Expanded Deck-Graveyard branch.
Figure 13.10: Trimmed and completed Deck-Graveyard branch.
Figure 13.11: Expanded Hand-Graveyard branch.
Figure 13.12: Trimmed and completed Hand-Graveyard branch.
Figure 13.13: Test tree design portion for Field branch.
Figure 13.14: Host branch added to Black Pendant test tree design.
Figure 13.15: Host-Deck and Host-Hand branches of the Black Pendant test tree design.
Figure 13.16: Host-Graveyard branch of the Black Pendant test tree design.
Figure 13.17: Final Black Pendant test tree design structure, Part 1.
Figure 13.18: Final Black Pendant test tree design structure, Part 2.
Figure A.7: Expanded Multiplayer portion of test tree.
Figure A.8: Summoner job tree.
Figure A.9: Initial "Removed from Play" portion of the Black Pendant "Host" branch.
Chapter 15: Defect Triggers
Figure 15.1: Game software operating regions .
Figure 15.2: Sega Dreamcast block diagram.
Figure 15.3: Nyko multifunction Xbox game controller configuration.
Figure 15.4:
Dawn of War
online game mode connection exception alert.
Figure 15.5: Advanced Controls combinatorial table with Configuration triggers.
Figure 15.6: Advanced Option game controller configuration table.
Figure 15.7:
HALO
" game controller removed" attention notice.
Figure 15.8: Advanced game options with Configuration and Exception triggers.
Figure 15.9: Original Advanced Controls table with only Exception triggers added.
Figure 15.10: Ammo TFD template with Stress flows highlighted.
Figure 15.11: NoGunNoAmmo state mitosis.
Figure 15.12: PreMatch state and Startup trigger flows added to Ammo TFD.
Figure 15.13: Ammo TFD with SpectateAndJoin Restart flows highlighted.
Figure 15.14: Ammo TFD with AltFire Exception flows highlighted.
Figure 15.15: Ammo TFD with weapon skin Configuration flows.
Chapter 16: Game Test Automation
Figure 16.1: Should you automate?
Figure 16.2: Bash testing combinatorial table excerpt.
Figure 16.3: TFD excerpt for piƒata bashing test.
Chapter 17: Capture/Playback Testing
Figure 17.1: Control panel with test recording controls.
Figure 17.2: Region1 and Region2 images captured during recording.
Figure 17.3:
Dawn of War
main menu screen with Army Painter highlighted.
Figure 17.4: Playback options set to Speed = 100 and Terminate on Failure of
CompareScreen
.
Figure 17.5: Terminate on Failure pop-up window.
Figure 17.6: Initial
Minesweeper
game field.
Figure 17.7: Custom Field value area to capture.
Figure 17.8: New custom values to be captured.
Figure 17.9: Updated minefield using new custom values.
Figure 17.10: Revisited Custom Field window.
Figure 17.11: Screenshot compare list for failed
Minesweeper
test.
Appendix A: Answers to Exercises
Figure A.1: Control Chart for review rates.
Figure A.2:
ESPN NFL 2K5
game options test table with seven parameters.
Figure A.3:
ESPN NFL 2K5
game options test table with 2 min value combinations.
Figure A.4:
ESPN NFL 2K5
Create Player pairwise combinatorial table.
Figure A.5: Mobile game suspension TFD.
Figure A.6: Unlock Item TFD with inverted usage values.
Figure A.7: Expanded Multiplayer portion of test tree.
Figure A.8: Summoner job tree.
Figure A.9: Initial "Removed from Play" portion of the Black Pendant "Host" branch.
Appendix C: Combinatorial Table Templates
Figure C.1: Three parameters, two values each.
Figure C.2: Four parameters, two values each.
Figure C.3: Five parameters, two values each.
Figure C.4: Six parameters, two values each.
Figure C.5: Seven parameters, two values each.
Figure C.6: Eight parameters, two values each.
Figure C.7: Nine parameters, two values each.
Figure C.8: Ten parameters, two values each.
Figure C.9: Three parameters, three values each.
Figure C.10: Two parameters with three values, one parameter with two values.
Figure C.11: One parameter with three values, two parameters with two values.
Figure C.12: Four parameters, three values each.
Figure C.13: Three parameters with three values, one parameter with two values.
Figure C.14: Two parameters with three values, two parameters with two values.
Figure C.15: One parameter with three values, three parameters with two values.
Figure C.16: Three parameters with three values, two parameters with two values.
Figure C.17: Two parameters with three values, three parameters with two values.
Figure C.18: One parameter with three values, four parameters with two values.
Figure C.19: Three parameters with three values, three parameters with two values.
Figure C.20: Three parameters with three values, four parameters with two values.
Appendix D: Test Flow Diagram (TFD) Templates
Figure D.1: Powerups TFD template.
Figure D.2: Craft Item TFD template.
Figure D.3: Heal Character TFD template.
Figure D.4: Create/Save TFD template.
Figure D.5: Use Points Buy Unlocked Item TFD template.
Figure D.6: Update Song List TFD template.
Figure D.7: Complete a Mission or Quest TFD template.
Figure D.8: Weapon and Ammo TFD template.
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Game Testing All in One (Game Development Series)
ISBN: 1592003737
EAN: 2147483647
Year: 2005
Pages: 205
Authors:
Charles P. Schultz
,
Robert Bryant
,
Tim Langdell
BUY ON AMAZON
CompTIA Project+ Study Guide: Exam PK0-003
IT Project Management Overview
Cost Planning
Project Execution
Project Control
Appendix B Standard IT Project Documents
Building Web Applications with UML (2nd Edition)
Client-Side Risks
Artifacts of the UX Model
Activities
Implementation
Glossary Application Tag Libraries
Visual C# 2005 How to Program (2nd Edition)
ListView Control
Exercises
Summary
C.1. Introduction
G.4. Basic XHTML Forms
Data Structures and Algorithms in Java
Problems
Problems
Red-Black Trees
Summary
D.1. Data Structures and Algorithms
PMP Practice Questions Exam Cram 2
Answers and Explanations
Exam Prep Questions
Project Closing
Exam Prep Questions
Answers and Explanations
The Oracle Hackers Handbook: Hacking and Defending Oracle
Overview of the Oracle RDBMS
Indirect Privilege Escalation
Defeating Virtual Private Databases
Accessing the File System
Appendix A Default Usernames and Passwords
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