Game Testing All in One (Game Development Series)

A

actions, test flow diagrams, 212 ‚ 213

Actual Result descriptions, reports , 167

ad hoc testing

as detective testing, 293 ‚ 296

directed testing, 288, 293 ‚ 296

discussed, 158

free testing, 288, 292

fresh eyes concept, 288 ‚ 289

goal setting, 290

groupthink , avoiding, 292 ‚ 293

overview, 287

right-brain testing, 288

scientific method, 295 ‚ 296

taping techniques, 291

advice from others, trust issues, 12

AELOC (assembly-equivalent lines of code), 115

AI section, game design documents, 405 ‚ 406

algorithm defects, 50 ‚ 53

Alien Hominid, 86

All Star Baseball 2004, 313

allocation activities, test flow diagrams, 214

Allpairs tool, combinatorial testing, 205 ‚ 209

Alpha testing

Alpha entry criteria, 142 ‚ 143

overview, 141 ‚ 142

production cycles, 97 ‚ 98

American Idol, 23

amplification, defects, 26 ‚ 27

animators, responsibilities of, 72 ‚ 74

application, data dictionary, 226

appraisal activity, quality factors, 106 ‚ 107

archives

configuration preparation, 160

documentation, 430

arrogance , trust issues and, 13

art production documents

asset list section, 413 ‚ 415

budget section, 412

cut scenes section, 413

equipment section, 416

executive summary section, 412

final art section, 413

localization planning section, 416

overview, 411

production path section, 413

proof of concept, 92 ‚ 93

recruitment section, 416

scheduling section, 415 ‚ 416

art teams , responsibilities of

animators, 72 ‚ 74

art directors, 68 ‚ 70

artists , 71 ‚ 72

level designers, 74

Asheron's Call, 31

assembly-equivalent lines of code (AELOC), 115

asset list section

art production documents, 413 ‚ 415

game design documents, 407 ‚ 410

assets, art production planning, 93

assignment defects, 43 ‚ 45

audio

audio event notification scheme, 46

documentation defects, 53

audits , quality factors, 120 ‚ 121

automation testing

build management, 337

capture/playback automation

characteristics, 351 ‚ 352

editing, 355 ‚ 356

Minesweeper modularity and reuse, 368 ‚ 371

Minesweeper test capture example, 362 ‚ 365

Minesweeper test editing and debugging, 367

Minesweeper test playback example, 366 ‚ 367

playback, 356 ‚ 362

recording, 353 ‚ 355

cost advantages, 327 ‚ 328

cost analysis, 339 ‚ 341

false expectations, 330

filtered results, 336

future of, 346 ‚ 348

infrastructure advantages, 331

load-testing, 344

MMP (massively multiplayer) games , 334 ‚ 335

regression, 344

reusability advantages, 328

scale matters, 329

The Sims Online example, 341 ‚ 343

team work advantages, 331 ‚ 332

when to use, 332 ‚ 333

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