Summative Testing_PDF

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Summative Testing Camela Amalakuamar Final Test Feature Expected Outcome Observed Outcome Pass/Fail Chest The chest should open and close when the mouse clicks on it. An opening and closing sound should play in sync with the animation. The chest should not repeat itself if the mouse is constantly clicking on it. The chest opens and closes when the mouse clicks on it. The sound play in sync. The chest performs how it is expected. Pass Pathways Pathways should have material added with a width of 5. Pathways should not be seen through objects. Pathways perform how they are expected to perform. The material is there and width is 5. Pass Attack Play should be able to give damage to an enemy pig. Player is able to give damage to an enemy pig. Pass Health Bar The health bar should go down when taking damage from an enemy pig. Vise versa The health bar goes down when taking damage. Enemy health bar goes down when giving them damage. Pass Enemy Enemy should have animation and able to give damage. Enemies have animation and pigs give damage. Pass Object Animation Selective objects should have animation on loop or ‘play once’ if applied. Animations are performing as expected. Pass Sounds Sound should play as the player triggers As soon as the player collides with the Pass

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Transcript of Summative Testing_PDF

Page 1: Summative Testing_PDF

Summative Testing

Camela Amalakuamar

Final Test

Feature Expected Outcome Observed Outcome Pass/Fail

Chest The chest should open and close when the mouse clicks on it. An opening and closing sound should play in sync with the animation. The chest should not repeat itself if the mouse is constantly clicking on it.

The chest opens and closes when the mouse clicks on it. The sound play in sync. The chest performs how it is expected.

Pass

Pathways Pathways should have material added with a width of 5. Pathways should not be seen through objects.

Pathways perform how they are expected to perform. The material is there and width is 5.

Pass

Attack Play should be able to give damage to an enemy pig.

Player is able to give damage to an enemy pig.

Pass

Health Bar The health bar should go down when taking damage from an enemy pig. Vise versa

The health bar goes down when taking damage. Enemy health bar goes down when giving them damage.

Pass

Enemy Enemy should have animation and able to give damage.

Enemies have animation and pigs give damage.

Pass

Object Animation Selective objects should have animation on loop or ‘play once’ if applied.

Animations are performing as expected.

Pass

Sounds Sound should play as the player triggers

As soon as the player collides with the

Pass

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them around the map.

trigger, the sound is set off.

Trees Trees should have animation of them in real time moving side to side. They should also have shadows and have box colliders attached.

Unable to walk through trees. They have shadows and real time animation.

Pass

Wind Wind should move trees side to side.

Wind is working. Pass

TV TV Should loop and the audio should loop. Audio should have a range that stops the player from hearing the audio once they are out of range.

Audio and TV are on loop and player is unable to hear the audio once out of range.

Pass

Object Positioning Objects should not be floating and positioned as planned.

Objects are on the ground and not floating.

Pass

Character Character should be first person and be able to walk fast, with extra height jump.

Player able to move around freely with extra height jump and walks faster than default.

Pass

Object Collide Objects should have a collider IF assigned.

Objects with colliders work.

Pass

Mountain Mountain should be able to be tackled. You should be able to walk up the mountain to the top where the shrine is.

Player able to get to the top of the mountain with the use of steps.

Pass

Sky The sky should be red and look like the inside of a ‘brain’

The sky has a brain material attached and flows.

Pass

Water Water should have reflections and not be underground.

Water has reflections and is moving.

Pass

Particle Particle should be flowing and not lagging. They should be on loop.

Particles are clear and on loop.

Pass

Audio Audio clips attached to objects should be on loop with a range checker that stops

The audios are on loop and the range distance works.

Pass

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the player from hearing the sound when out of range.