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Goldsmiths UniversityAcceptance Test Package forRolling Riot
Note: This document has been designed based on game design document and is a subject to change as the development of game progresses.
Document Information
Project Name: Rolling Riot
Prepared By: Jakub Rogalski Document Version No: 1.0
Title: Application Tester Document Version Date: 13th January 2012
Reviewed By: Review Date:
Distribution List
From Date Phone/Fax/Email
Jakub Rogalski 13-01-2012 07716838850
To Action* Due Date Phone/Fax/Email
All group members Review
* Action Types: Approve, Review, Inform, File, Action Required, Attend Meeting, Other (please specify)
Version History
Ver. No. Ver. Date Revised By Description Filename
1.0 13-01-2012 J. Rogalski Acceptance package created Rolling Riot- Test Acceptance Package v1.0
Proprietary NoticeThis documentation is the property of, and contains confidential information of, Goldsmiths, University of London. Possession and use of this documentation is limited only to students of Goldsmiths, University of London involved in development Rolling Riot and university academic staff on MCS Computer Games and Entertainment course.
Instructions on the Use of this Template
Purpose
The Acceptance Test Package (ATP) document describes the detailed test procedures needed to validate software functionality for customer acceptance.
The ATP is used in concert with the Acceptance Test Strategy (ATS) which defines objectives, schedule, responsibilities, resources, procedures and assumptions needed to achieve the customer’s acceptance that the solution delivered meets the solution defined by the project design document.
Audience
The primary audience for the ATP is the individual responsible to carrying-out the acceptance test.
A second audience includes quality assurance personnel, who may be involved in developing system test procedures. These individuals do not need to be the system architect or the same personnel who developed the system. Thus, the requirements for developing system tests (for example, in response to customer requests) must be clear enough to be followed by personnel not involved in earlier stages of the project.
1. Introduction
1.1. Purpose
This document is the definitive description of the tests, which should be executed so that the capabilities and external characteristics of Rolling Riot can be demonstrated and verified.
Changes made to the software and this document are likely to affect the delivery date.
2. Acceptance Testing OverviewThe tests in the ATP are organized in a logical testing order, showing dependencies where necessary.
2.1. Introduction
This Acceptance Test Package contains test scripts covering the following scenarios:
Test No. Test Name01 Navigate the game menu02 Gameplay test
This document has been prepared in accordance with student's understanding of the requirements at the date hereof. We do not, however, represent or warrant any product referred to or described herein as suitable for any particular purpose and it is, therefore client’s sole decision as to whether or not any such product will meet his requirements.
The purpose of the tester is to verify the actual behaviour of Rolling Riot against the agreed requirements. This would include observational spreadsheet issues and associated design documentation. The tester will be expected to raise "bug reports" for any such deviations from the requirements documentation.
Testers should record success or failure in the test script and reference any related "bug report" documentation on the pro-forma provided identifying the failed test number and step documented within the test scripts.
This process should not be used to capture suggestions for improving the design as described by the requirements documentation. Any such suggestions should be captured and consolidated separately by the testers and passed further for discussion in the appropriate forums.
2.2. Testing Procedure
The test scripts documented in this acceptance test package provide:� Details of the testing methods or techniques employed� Details of the testing process� Details of the test interdependencies� Special test requirements: hardware, software, personnel, other facilities, and so on� Details of test data requirements
3. Test Steps
Test No. 01 Test Name: Navigating the game menu
Game Area:
Menu
Test Description:
Access the game main menu and verify that it displays correctly. Verify that users can navigate the menu using game controls. Verify relevant sound files (sound effects, music) are implemented in the game.
Reference Documents:
Prerequisites:
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?1. Launch the game Game Menu appears (see sample screen
below)screenshot 1.1
2. Ensure the main Screen menu gives two options that read:
'Play' and 'Quit'
Refer to example screenshot below
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?
Screenshot 1.1
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?3. Ensure that user navigate the menu
using game controls (e.g. keyboard left and right keys)
Active option of the menu
4. Ensure that the relevant sound effect is played when navigating menu options for both menu entries
Sound of rolling sphere is played ballrollingground.mp3
5. Ensure that navigating to the PLAY menu entry using game controls launches level chooser screen
(e.g.using the left arrow key on a keyboard)
Level Chooser screen appears (see sample screen below) screenshot 1.2
6. Ensures that animation of sphere rolling down to the relevant menu entry is present
Sphere rolls along the path and launches relevant menu option on accessing the target (menu option gate)
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?
Screenshot 1.2
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?7. Ensure that navigating to the QUIT
menu entry using game controls exits the game
(e.g. using right arrow key on a keyboard)
User exits the game back to OS
8. Ensure that music is played in the loop when navigating the menu
Relevant music sound is playedStartMenu.aif
9. In level chooser menu ensure there are 10 levels available with options, quit and high score entries
Refer to the screenshot 1.2 above
10. On accessing any menu entry ensure relevant sound effect file is played
Relevant sound effect is playedCoin.wav
11. Ensure that level buttons launch the relevant level
Gameplay loop is accessedCurrently only levels 1 and 2 are available
12. Ensure that music is played in the loop when navigating the level chooser menu
Relevant music sound is playedStartMenu.aif
13. Ensure Level Chooser High Scores menu launches high score menu
Currently unavailable
14. Ensure Level Chooser Quit menu accesses Main Menu
Main Menu accessed
15. Ensures Options menu accesses Options screen
Currently unavailable
4. Test Set Sign Off
Test Completion Status
Accepted
Conditionally Accepted
Rejected
Name:
Title:
Date:
Signature:
Test No. 02 Test Name: Gameplay
Game Area:
Gameplay loop
Test Description:
Verify that users can navigate the game using game controls. Verify relevant sound files (sound effects, music) are implemented in the game.
Reference Documents:
Prerequisites: Menu test completed and main gameplay accessed
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?1. Launch the gameplay loop by
navigating to Level 1 option from Level chooser menu
Gameplay starts (see sample screen below)
screenshot 2.1
screeenshot 2.1
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?
2. Ensure the main Screen title gives two options that read:
'Play' and 'Quit'
Refer to example screenshot 2.1 above
3. Verify that camera is positioned forwards with the sphere positioned in the canter of camera view space
4. Verify that table containing points collected and time is positioned at the top of the screen
Refer to example screenshot 2.1 above
5. Verify that time counter increases by 1 for every second of the gameplay
6. Verify that sphere is placed at the centre of the track
7. Verify that the sphere is responsive for the game control keys (i.e. left right up, down and spacebar keyboard keys)
Left and right keys cause the sphere to move in the relevant direction, up key moves the sphere forwards, down key- backwards. Spacebar causes sphere to jump from the surface.
8. Ensure the relevant sound file is played when jumping
Sphere bounces of the surface and relevant sound file is played Ball Jump.wav
9. Ensure the presence of the collectables
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?
10. Make the sphere touches collectable On every contact sphere with a collectable, collectable disappears, points counter is increased by 1 and relevant sound file is played
Pick-Up Score.wav
11. Make sure collectables displayed correctly
Banana shaped collectables spread out across the level
12. Make sure all collectables are possible to reach
By skillful manipulation of player should be able to collect all available collectables
13. Make sure user can loose a life By navigating out of track and hitting the ground user looses a life and should start from the starting point (at the beginning of the game) provided there are some lives left
14. Make sure user can win the level By collecting all available collectables user should proceed to the next level 2 levels available
15. Make sure camera follows the sphere Camera should follow the sphere and keep the same distance from it at all times
16. Make sure sphere is visible and at the centre of the screen at all times
Sphere should always be visible and should not be blocked by any walls or level features
Step # 001: Action Expected Outcome Comments/Reference Pass /Fail?
17. Make sure gravity is applied Sphere should be pulled downwards by the gravity
18. Make sure sky displays correctly Skybox should be applied with no visible glitches
19. Make sure landscape displays correctly
Landscape should be visible in the distance with no visible glitches
20. Make sure track is generated correctly Track should be possible to maneuver on and should be consistent with the design documentation
21. Ensure user is not able to cause the sphere to jump when not in touch with any surface
Sphere should be able to jump only when in touch with a surface (I.e. when touching the track)
22. Ensure power collectables are present Not implementedn/a yet
23. Ensure relevant sound effect is played when collecting power collectable
Not implemented
Pick-Power-Up.wav n/a yet
24. Ensure that user can loose a game By running out of all lives user should loose a game (gameplay should terminate)
5. Test Set Sign Off
Test Completion Status
Accepted
Conditionally Accepted
Rejected
Name:
Title:
Date:
Signature: