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Team 3 Testing Plan Sprint 3
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.
- Have users complete the following questionnaire to gain feedback regarding the player death animation.
- Evaluate questionnaire responses
- 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:
- How would you rate this death animation aesthetically? (1: Not cool 5: looking good)
- The idea behind the animation is the character being sucked into a void. Do you think the animation conveys that idea clearly?
- If you answered no, what do you think is happening to the character instead?
- 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.
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.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
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 - 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 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)