Game Development Reference
In-Depth Information
c. Communicate them to the dev team
d. Help get them resolved
e. Track them
2. Maintain the Daily Build
3. Levels of Communication. There's no point in testing unless the results of the
tests are communicated in some fashion. There are a range of possible outputs
from QA. In increasing levels of formality, they are:
a. Conversation
b. ICQ
c. EMail to Individual
d. EMail to Group
e. Daily Top Bugs List
f. Stats/Info Dump Area on DevSite
g. Formal Entry into Bug Tracking System
b. Daily Activities
i.
The Build
1.
Generate a daily build.
2.
Run the daily regression tests, as described in “Daily Tests�? which follows.
3.
If everything is okay, post the build so everyone can get it.
4.
If there's a problem, send an email message to the entire dev team that the new
build cannot be copied, and contact whichever developers can fix the problem.
5.
Decide whether a new build needs to be run that day.
ii.
Daily Tests
1.
Run through a predetermined set of single-player levels, performing a specified
set of activities.
a.
Level #1
i.
Activity #1
ii.
Activity #2
iii.
Etc.
iv.
The final activity is usually to run an automated script that reports the
results of the various tests and posts them in the QA portion of the
internal Web site.
b.
Level #2
c.
Etc.
2.
Run through a predetermined set of multiplayer levels, performing a specified
set of activities.
a.
Level #1
i.
Activity #1
ii.
Activity #2
iii.
Etc.
iv.
The final activity is usually for each tester involved in the multiplayer
game to run an automated script that reports the results of the various
tests and posts them in the QA portion of the internal Web site.
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