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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
Agile Project Management: Creating Innovative Products (2nd Edition)
Encourage Exploration
Project Size
Agile Practices
Individual Performance
Practice: Daily Interaction with the Customer Team
Information Dashboard Design: The Effective Visual Communication of Data
Visually Encoding Data for Rapid Perception
Effective Dashboard Display Media
Organize the Information to Support Its Meaning and Use
Test Your Design for Usability
A Final Word
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
Overview of Captology
Computers as Persuasive Tools
Computers as Persuasive Media Simulation
Increasing Persuasion through Mobility and Connectivity
Captology Looking Forward
Professional Struts Applications: Building Web Sites with Struts ObjectRelational Bridge, Lucene, and Velocity (Experts Voice)
The Challenges of Web Application Development
Creating a Struts-based MVC Application
Managing Business Logic with Struts
Building a Data Access Tier with ObjectRelationalBridge
Building the JavaEdge Application with Ant and Anthill
Special Edition Using FileMaker 8
Working with Fields
Working with Data from Distant Tables
Concurrency
Working with Table View
Importing Photos from a Digital Camera
DNS & BIND Cookbook
Configuring a Backup Mail Server in DNS
Finding Out Whos Querying a Name Server
Delegating Reverse-Mapping for Networks Smaller than a /24
Configuring a Name Server to Accommodate a Slave Running BIND 4
Reverse-Mapping an Address with dig
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