Game Testing All in One (Game Development Series)

C

C Coding Standards, 114

calculations

inverted usage, cleanroom testing, 262

test metrics, 171 ‚ 174

Caminos, Rob, 112

capture/playback test automation

characteristics, 351 ‚ 352

editing, 355 ‚ 356

Minesweeper example

modularity and reuse, 368 ‚ 371

test capture, 362 ‚ 365

test editing and debugging, 367

test playback, 366 ‚ 367

playback, 356 ‚ 362

recording, 353 ‚ 355

card games

algorithm defects, 51

assignment defects, 44

sound engineer responsibilities in, 76

case-sensitivity standards, 112

casino games

algorithm defects, 51

assignment defects, 44

sound engineer responsibilities in, 76

Castle Wolfenstein: Enemy Territory, 154

CCB (Change Control Board), 35 ‚ 36

CD contents, chapter directories, 467 ‚ 469

certification

certification planning, pre-production test phase, 133

certification testing, 148 ‚ 149

Challenges parameter example, combinatorial table construction, 195 ‚ 196

Change Control Board (CCB), 35 ‚ 36

change lists documentation, 430

Change Request type selection, DevTrack tool, 34

changes, unplanned , pressure causes, 5

characters

character selection, testing, 20 ‚ 21

standards, 112

charts

control, 124

Pareto, 123, 125

progress testing, 171 ‚ 174

Star Chart, 177 ‚ 179

cheats section, game design documents, 406 ‚ 407

checking defect type, 45 ‚ 46

checklists

checklist-based reviews, 109

kickoff activities, 138 ‚ 139

TRC (Technical Requirements Checklist), 142

classification, defects, 313 ‚ 315

cleanroom testing

Cleanroom Software Engineering, 243

combinatorial table example, 248 ‚ 254

flow usage, 258 ‚ 261

inverted usage

calculating, 262

combinatorial table usage, 262 ‚ 263

overview, 261

TFD flow usage, 263 ‚ 266

mode-based usage, 244

player type usage, 245 ‚ 246

real-life usage, 246 ‚ 247

test generation, 247

test paths, 254 ‚ 258

usage probabilities, 243 ‚ 244

client/publisher trust issues, 10

closed beta testing, 99, 301

Coach Mode option example, combinatorial table construction, 196 ‚ 198

code crunching , quality factors, 106

code design, walkthroughs, 108

code freeze, 100

coding standards

software quality, 113 ‚ 114

technical design documents, 418

COGS (Cost of Goods), concept documents, 89

colon (:), 211

combat section, game design documents, 402 ‚ 403

combinatorial testing

Allpairs tool, 205 ‚ 209

boundaries, 186 ‚ 187

defaults, 184

defect trigger examples, 316 ‚ 320

enumerations, 185

heterogeneous tests, 184

homogenous tests, 184

inverted usage, cleanroom testing, 262 ‚ 263

pairwise tables, 188 ‚ 202

parameters, 183 ‚ 184

ranges, 185 ‚ 186

table construction example

Challenges parameter, 195 ‚ 196

cleanroom testing example, 248 ‚ 254

Coach Mode option, 196 ‚ 198

dimensions, 190

full combinatorial tables, 187

Game Speed options, 193 ‚ 194

Multiple Routes parameter, 198 ‚ 200

Play Calling values, 192

Quarter Length option, 191

as sanity tests, 209

table templates, 431 ‚ 434

template use, 203 ‚ 205

values, 184

comments, coding standards, 113

communication techniques, development production cycles, 96

comparison operators, checking defect type, 45 ‚ 46

compatibility, expansion plans, 132

competitive analysis, concept documents, 90

compliance testing, production cycles, 98

Computer Related Risks (Peter G. Neumann), 26

concept development cycle

concept documents

competitive analysis, 90

estimated schedule, budget, and P&L section, 89 ‚ 90

feature section, 87

gameplay section, 87

genre section, 87

hardware platform section, 89

high concept, 87

overview, 397 ‚ 398

risk analysis, 90 ‚ 91

setting section, 87

story section, 88

summary section, 91

target audience section, 89

team section, 90

discussed, 85

game proposal, 87

high concept, 86

pitch docs, 87

conditions, checking defect type, 45 ‚ 46

configuration

configuration defect triggers, 309 ‚ 310

configuration preparation, build cycles, 160 ‚ 161

conflicts, trust issues and, 13

constants, coding standards, 113

containment data, phase containment measurements, 116 ‚ 119

control charts, quality factors, 124

controllers

button presses, 22

configuration defect triggers, 309 ‚ 310

configuration preparation, 160

controls section, game design documents, 404

corrective action, quality factors, 122

cost advantages, automation testing, 327 ‚ 328

cost analysis, automation testing, 339 ‚ 341

Cost of Goods (COGS), concept documents, 89

craft item, TFD templates, 436

create/save, TFD templates, 437

credits documents, 428 ‚ 429

Crosby, Philip (Quality is Free), 105

crunch time, beta testing, 98 ‚ 99

cursors , game standards, 113

cut scenes

art production documents, 413

documentation defects, 53

GDD (game design documents), 406

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