Skip to content

Crystal Functionality Testing

sheehamishra edited this page Sep 12, 2022 · 15 revisions

Crystal Functionality Test

User Test Plan 3 - 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

unknown

unknown (1)

User Test Plan 4 - Functionality Test

This functionality test aims to take place as a final point for validation. With less focus on the design of the crystal, the functionality test tests the implemented functions as per the Task and Feature Ticket and determines if expectations for Sprint 2 have been achieved.

Purpose:

The ultimate purpose of conducting this final test is to validate the functions of crystal. This should give insight as to whether the applied functions found from the ‘Preliminary Functionality Test’ were appropriate as well as whether all implementations are indeed functional from user-to-user.

Method:

  1. Launch the game; Atlantis Sinks

a. Test 1: Once beginning gameplay, travel around until you grow concerned for the life of your crystal. Then, upgrade the crystal. Comment on what you see. What changed?

b. Test 2: Continue to travel around the game map. Observe and discuss how you think the crystal health is restoring. Where is this effect shown?

Results and Analysis

This series of tests not only validated the functions posed for Sprint 2, but proved its functionality during gameplay. Below are some key insights extracted from user testing:

__Participant 3: I like how the crystal upgrades and then the lifeline improves too!

__Participant 2: It would be cool if the crystal could upgrade on its own, similar to the recovery line on the side.

__Participant 1: Oh this is awesome! It’s like we actually have a game objective now! Big improvement from Sprint 1.

__Participant 1: I actually enjoyed attacking the crystal, just so I could later see it recover and then upgrade it.

Participant 2: Good to see its very functional!!

Overall, these insights were able to successfully validate that all objectives set out for Sprint 2, in terms of the crystal’s functionality, have been fulfilled. With particular notice to Participant 1’s comment, it’s further promising to see the crystal now impose gamified functions, overall enhancing the user experience taken away from playing the game, particularly at such an early stage. Taking on board feedback, Sprint 1, it is hoped that the crystal will soon have more functionality, particularly in terms of destroying the crystal and its further dependencies on other game elements. Whilst this Sprint saw less dependencies than the prior sprint, we are aware we will need to approach this collaborative task early on to cater for all dependencies and needs.

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

Clone this wiki locally