Game Development Reference
In-Depth Information
3. Once the baseline paths all pass, use the minimum paths on an ongoing
basis to keep an eye on your feature to see that it hasn't broken.
4. As any kind of delivery point nears, such as going to an investor demo, a
trade show, or getting ready to go gold, revert back to baseline and/or
expert paths.
This puts a greater burden on the construction of the test paths, but over the course
of a long project it could be the most efficient use of the testers' and developers' time.
Creating Test Cases from Paths
Here's how to create a test case from a single TFD path. The subject of this example is
again the Ammo TFD in Figure 11.13. The test case will test getting ammo, then get-
ting the gun, and then exiting. This is path 1, 11, 12, 13. To describe this test case, use
data dictionary definitions provided earlier in this chapter for the Unreal Tournament
Bio-Rifle weapon.
Start constructing the test case with the data dictionary text for the IN box followed
by the text for flow 1, which is the Enter flow:
Launch Unreal Tournament 2004 on the test PC.
Select a match and click the FIRE button to start the match.
Now add the text from the data dictionary for the NoGunNoAmmo state:
Check that the Bio-Rifle icon is empty in the graphical weapon inventory at
the bottom of the screen
Check that the Bio-Rifle barrel is not rendered in front of your character
Check that you cannot select the Bio-Rifle weapon using the mouse wheel
Now take flow11 to get the Bio-Rifle ammo. Use the data dictionary entries for both
the GetAmmo event and the AmmoEffects action:
Find a Bio-Rifle ammo pack on the floor in the arena and walk over it.
Check that the Bio-Rifle ammo sound is made
Flow 11 goes to the HaveAmmo state, so paste the HaveAmmo data dictionary text into the test
case right after the text for flow 11:
Check that the Bio-Rifle icon is empty in the graphical weapon inventory at
the bottom of the screen
Check that the Bio-Rifle barrel is not rendered in front of your character
 
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