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Crystal Functionality Testing

sheehamishra edited this page Sep 12, 2022 · 15 revisions

Crystal Functionality Test

User Test Plan 1 - Preliminary Functionality Test

The preliminary functionality test doesn’t necessarily require the user to interact with the game nor does it require the user to test an element of functionality. Rather, the preliminary functionality test takes the form of a class wide-conducted survey, eliciting preferences for gameplay.

Purpose:

More specifically, the rather simple preliminary functionality test here hopes to elicit key understanding for the crystal’s behaviour. With design, we found the crystal to be of much importance as a game element in Atlantis Sinks, but how will the crystal’s behaviour reflect this? Hence, through such a survey, it is hoped and hypothesised that our internal users will be able to suggest the most efficient and appropriate gameplay and behaviour for the crystal. More specifically, it should give rise to how the crystal will be upgraded. How will a declining lifeline be restored? Based on the feedback received, we will integrate appropriately.

Method:

  1. Launch Google Form and respond to following poll questions:

a. Upgrade - How do you prefer the crystal to upgrade?

i. Upgrade crystal through Shop

ii. Have the user prompt the crystal to upgrade by clicking the right click + 'Upgrade' whenever they wish to upgrade.

iii. Other

b. Restoring Health - How do you wish for the health of the crystal to be restored?

i. Health restores itself overtime (eg, after x minutes, full health will be regained)

ii. Health restores only when crystal has been upgraded

c. Main Character Effect - What impact should the main character's death have on the crystal?

i. The crystal should lose its health (decrease to 0)

ii. No effect

Results and Analysis

(INSERT IMAGES FROM GOOGLE FORM HERE)

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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