Chapter 15


  1. The answer is specific to the reader.

  2. Incorporating the different control possibilities into a single table minimizes the total number of tests. While separating the controller functions from the option parameter tests would produce more test cases, it may cost less in terms of test execution. If the team is incrementally adding features, the separate tables would be useful to establish the functionality of the game parameters and then when the controller functions are expanded, you could start running the controller tests. If these two concepts are blended into a single table from the start of the project, many tests might be blocked and you would be unable to provide valuable feedback for certain pairs in the test table.

  3. Representing the "snap back" behavior on the TFD requires a state to represent you avatar at the starting location and another state to represent you standing at a gun or ammo location. A MoveToGun flow would take you from the PreMatch location to the "standing" location. A flow with a PrematchTimerExpires event would take you from your standing location to the NoGunNoAmmo state, accompanied by an action describing the "snap back" to the starting position. For the case where you don't move from the initial spawning location, add a PrematchTimerExpires flow from the PreMatch location to NoGunNoAmmo but without the snap back action.

  4. Different firing methods would be represented by additional flows in parallel with the existing ShootGun and ShootAllAmmo flows. They would simply need distinct names and flow numbers . With more than one shooting control connected at the same time, it would be possible for a player to use both simultaneously. If this is blocked by the game code, then simultaneous shooting flows would loop back to their present states. If it is permitted, then another parallel flow is required wherever shooting flows already exist. The possibility of different controls provides Configuration trigger coverage. The ability to fire simultaneously from multiple controls provides a Stress situation.

  5. Besides the Normal trigger testing, which you are accustomed to, here are some ways to utilize other defect triggers for this hypothetical poker game:

    Startup: Do stuff during the intro and splash screens, try to bet all of your chips on the very first hand, try to play without going through the in-game tutorial

    Configuration: Set the number of players at the table to the minimum or maximum, set the betting limits to the minimum or maximum, play at each of the difficulty settings available, play under different tournament configurations

    Restart: Quit the game in the middle of a hand and see if you have your original chip total when you re-enter the game, create a split pot situation where one player has wagered all of his chips but other players continue to raise their bets, save your game and then reload it after losing all of your money

    Stress: Play a hand where all players bet all of their money, play for long periods of time to win ridiculous amounts of cash, take a really long time to place your bet or place it as quickly as possible, enter a long player name or an empty one (0 characters )

    Exception: Try to bet more money than you have, try to raise a bet by more than the house limit, try using non- alphanumeric characters in your screen name




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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