Game Development Reference
Flows in the template files are not numbered. There will be times when you will need
to edit or otherwise customize the TFD to match the specific behaviors for your game.
If you need an action and none is there, put in what you need. If there's an action on
the TFD but you don't have one in your game, take the action out. Change the names
of events, actions, or states to suit your game. Also feel free to add any states you want
to test that aren't already provided. Once you've done all that, then add the flow numbers
and define your paths.
Table 11.1 provides some guidelines for making a choice between using a combinato-
rial table or TFD for your test. If a feature or scenario has attributes that fall into both
categories, consider doing separate designs of each type. Also, for anything critical to
the success of your game, create tests using both methods when possible.
Table 11.1 Test Design Methodology Selection
Test Flow Diagram
Game State Transitions
TFDs are used to create models of how the game should work from the player's per-
spective. By exploring this model the tester can create unanticipated connections and
discover unexpected game states. TFDs also incorporate invalid and repetitive inputs
to test the game's behavior. TFD tests will demonstrate if expected behavior happens
and unexpected behavior doesn't. Complex features can be represented by complex
TFDs, but a series of smaller TFDs is preferred. Good TFDs are the result of insight,
experience, and creativity.