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Team 3 Testing Plan Sprint 3

michellecheng1 edited this page Oct 5, 2021 · 9 revisions

User Testing

Purpose

The following user test aims to gather feedback regarding the new character death animation. It seeks to gain opinions regarding first impressions, suitability of the design for the theme and game narrative, and design recommendations. Results from this user test can be found here.

Process

  1. Have users complete the following questionnaire to gain feedback regarding the player death animation.
  2. Evaluate questionnaire responses

Questionnaire items include:

  • A gif of the character being dragged away with its limbs being teared off. No background are implmented just the character and a transparent background.
  • The following questions:
  1. How would you rate this death animation aesthetically? (1: Not cool 5: looking good)
  1. The idea behind the animation is the character being sucked into a void. Do you think the animation conveys that idea clearly?
  1. If you answered no, what do you think is happening to the character instead?
  2. What recommendations do you have that could improve the death animation of the character?

Question 1 This gauges the first impression of the animation to the user.

Question 2 This tests whether the initial idea behind the animation is conveying clearly to the user.

Question 3,4 These two questions ask for recommendation that can be used to improve the animation later on.

Unit testing

PlayerActionsTest

Since our feature this sprint was based around the player's animation refinement majority of the code can not be tested by unit tests since you have to visually inspect the game screen to make sure the animations are running smoothly however, we can test if the expected animation is running at a given time.

For testing purposes the function setSpawnAnimation() returns an integer either 1, 2 or 3 depending on the Math.Random() function call, we can test that if 1 is returned that the variable spawnAnimation = "spawn_level1", if 2 is returned spawnAnimation = "portal_flip" and if 3 is returned spawnAnimation = "spawn_portal"

We can also test that if the playerIsDead() function is called that the variable playerHasDied is set to true meaning the death animation has been triggered.

The last thing to test is that when the variable playerCanMove is set to false that keyboard input has no effect on the player, we can test this since when the player is created getAnimation() returns "IdleRight", so after we create the player we can set playerCanMove = false and attempt to change the player's state and then checking to see if getAnimation() returns the same string.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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