Game Development Reference
Was the path longer than you wanted it to be? Is this a path you would have chosen
on your own? Since this technique is based on a process rather than the ideas or pre-
conceptions of a particular tester, the paths are free of bias or limitations. Cleanroom
paths also highlight the fact that the game is not played one operation at a time and
then turned off. These paths will test realistic game-use scenarios if your percentages
are reasonably correct. As a result, your Cleanroom tests will have the ability to reveal
defects that are likely to occur during extended or repeated game use.
Flow Usage Maintenance
There will come a time when you will need to move one or more flows around on your
TFD. This may or may not affect your usage values. When a flow's destination (arrow-
head end) changes, you are not required to change its usage. Conversely, if you change
a flow to originate from a new state, you must re-evaluate the usage values for all flows
coming from both the new state and the original one.
Figure 12.17 shows an updated version of the Unlock Item TFD. Flow 9 on the left side
of the diagram now goes all the way back to NoPointsItemLocked instead of
NoPointsItemUnlocked . The usage percentage for flow 9 does not have to change. The per-
centages for all the flows coming from NoPointsHaveItem still add up to 100: 10% for
flow 8 and 90% for flow 9.
Figure 12.17 Unlock Item TFD with altered flow 9.