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Code Testing

harland-jensen edited this page Sep 13, 2022 · 7 revisions

Sprint 1 Feedback

Based off of feedback received from sprint 1 the following changes were made:

  • Moving functionality to remove buildings to a separate keybind
  • Creation of multiple new building types
  • Added support to upgrade buildings
  • Added support to sell buildings

Introduction

In accordance with the [Test Plan] (./Software-Test-Plam) tests were written for the ResourceCostComponent and the TrapComponent. Furthermore, greater emphasis was placed upon user testing which was undertaken to gain feedback in relation to the upgradeStructure, and handleBuildingDestruction methods.

Tests

TrapComponentTest

Requirement Test case addressed by
Test entities are damaged by trap ShouldTrap
Test entities with the wrong hitbox layer are not damaged by trap shouldNotTrapOtherLayer
Test entities without a combat component are not trapped shouldNotTrapWithoutCombatComponent

ResourceCostComponentTest

Requirement Test case addressed by
Test the cost of buildings is returned correctly shouldGetResources

User Testing

To fairly conduct user testing, the following assumptions were made:

  • The player would be provided with a control scheme outlining all game controls (the assumption being this is a UI element which has not yet been included in the game)
  • The player would be given an outline of the game, and its win conditions
  • The user would be provided a goal to achieve within the game

Players were given the following goals to complete within the game, and feedback was collected during and after observation:

  • Create one of each of the buildable structures
  • Destroy buildings
  • Upgrade buildings
  • When presented with a building of an unknown level, ask the player what level the building was

Observations:

  • Players were easily able to understand and construct new structures
  • Players were frustrated with the functionality of switching between buildings
    Suggested improvement: Integrate ability to purchase buildings through the shop when the functionality is present
  • Players were frustrated when there is no indication of what building they are currently constructing
    Suggested improvement: Create a icon of what building is currently selected as a UI element
  • Players were easily able to tell what level buildings were when familiar with Roman numerals
  • Players were easily able to destroy buildings
  • Players were frustrated that the UI did not update to show their refunded resources

Reflection

Given that the team had many dependencies (UI element not updating to show refunded resources, waiting on UI / Shop team to complete their features to allow integration) the code test coverage suffered. To ensure our features were able to be used however, appropriate key binds were chosen to allow players to use the features.

Future Updates

In the future, the team will need to complete tests for all the new components / methods and ensure the features are integrated correctly with both the Building UI, and also the Shop UI.

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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