Game Development Reference
In-Depth Information
paths are derived from the baseline by varying where possible, returning to the base-
line path and following it to reach the OUT Terminator. The process continues until
all flows in the diagram are used at least once.
Baseline paths are more comprehensive than minimum paths, but still more econom-
ical than trying to cover every possible path through the diagram. They also introduce
small changes from one path to another, so a game defect can be traced back to the
operations that were different between the paths that passed and the one(s) that failed.
One drawback of baseline paths is the extra effort to generate and execute the paths
versus using the minimum path approach.
Still using the TFD in Figure 11.13, create a baseline path starting at the IN box and
then traveling across the most number of states you can in order to get to the OUT
box. Once you get to the NoGunNoAmmo state from flow 1, the farthest distance to the OUT
box is either through HaveGun and HaveGunHaveAmmo or through HaveAmmo and
HaveGunHaveAmmo . Take the HaveGun route by taking flow 2, followed by flow 4, and exiting
through flow 13. This results in the baseline path of 1, 2, 4, 13.
The next thing to do is branch wherever possible from the first flow on the baseline.
These are called “derived�? paths from flow 1. Flow 2 is already used in the baseline, so
take flow 9 to HaveGunHaveAmmo . From there flow 8 puts you back on the baseline path.
Follow the rest of the baseline along flows 2, 4, and 13. The first derived path from
flow 1 is 1, 9, 8, 2, 4, 13.
Continue to check for other possible branches after flow 1. Flow 11 comes out from
NoGunNoAmmo and has not been used yet so follow it to HaveAmmo . Then use flow 10 to
return to the baseline. Finish this path by following the remainder of the baseline to
the OUT box. This second path derived from flow 1 is 1, 11, 10, 2, 4, 13.
At this point there are no more new flows to cover from NoGunNoAmmo , so move along the
next flow on the baseline, which is flow 2. Stop here and look for unused flows to fol-
low. You need to create a path using flow 3. Since it comes right back to the HaveGun
state, continue along the remainder of the baseline to get the path 1, 2, 3, 4, 13. The
only other flow coming out of HaveGun is flow 7, which puts you right back on the base-
line at flow 2. The final path derived from flow 2 is 1, 2, 7, 2, 4, 13.
Now on to flow 4! Flow 4 takes you to HaveGunHaveAmmo , which has three flows coming
out from it that aren't on the baseline: 5, 6, and 8. We already used flow 8 in an earli-
er path, so there is no obligation to use it here. Flows 5 and 6 get incorporated into
your baseline the same way since they both go back to the HaveGun state. The derived
path using flow 5 is 1, 2, 4, 5, 4, 13 and the derived path for flow 6 is 1, 2, 4, 6, 4, 13.
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