Game Testing All in One (Game Development Series)

P

package defects, 47 ‚ 50

pairwise tables, combinatorial testing, 188 ‚ 202

panic symptoms

discussed, 3

focus, lack of, 8 ‚ 9

preparedness, being unprepared, 5

pressures, 5 ‚ 7

restlessness, unrested mindsets , 8

unfamiliarity, 4

parameters, combinatorial testing, 183 ‚ 184

Pareto Charts, quality factors, 123, 125

Passes outcomes , 23

patches

post-release testing, 149

release stage, 100

paths. See test paths

PCE (Phase Containment Effectiveness), 116 ‚ 119

Permanent State Worlds (PSWs), 341

Peterson, Ivars ( Fatal Defect ), 26

phase acceptance criteria, pre-production test phase, 133

Phase Containment Effectiveness (PCE), 116 ‚ 119

pitch docs

concept development cycle, 87

documentation, 396 ‚ 397

P&L (Profit and Loss)

concept documents, 89 ‚ 90

project planning, 94

platform section, technical design documents, 417

Play Calling values example, combinatorial table construction, 192

play testing

balance, 297 ‚ 300

beta testing, external, 301 ‚ 302

design changes, 298 ‚ 299

external testing, 300 ‚ 302

overview, 296

playback. See capture/playback test automation player type usage, cleanroom testing, 245 ‚ 246

Pok ƒ mon, 79

Post-Game operating regions , 308 ‚ 309

post-release testing, 149

powerups , TFD templates, 435

Pre-Game operating regions, 308

pre-production test phase

defect tracking database setup, 134 ‚ 135

draft test plans, 135

lead tester assignment, 133

modular testing, 137

phase acceptance criteria, 133

scope of test, 130 ‚ 132

task planning, 130 ‚ 134

test cases, 137

test steps, 137

test suite, 137

preparation activities, test flow diagrams, 214

preparedness, being unprepared, 5

preproduction (proof of concept)

art production plans, 92 ‚ 93

budget plans, 94

development schedules, 94

game design documents, 91 ‚ 92

manpower plans, 93

milestone definitions, 94

profit and loss estimations, 94

project plans, 93 ‚ 94

project tracking documents, 94

prototypes , 95

resource plans, 93

technical design documents, 93

pressures, panic symptoms and, 5 ‚ 7

primary testers, 133

primitives, test flow diagrams, 213

priority choices, DevTrack tool, 30

problem reporting, quality factors, 122

process standards, quality, 120

product standards, quality, 120

production cycles

Alpha testing, 97

Beta testing, 98

code freeze, 100

compliance testing, 98

concept development

concept document, 87 ‚ 92

discussed, 85

game proposal, 87

high concept, 86

pitch docs, 87

development schedules, 95 ‚ 97

patches, 100

preproduction (proof of concept)

art production plans, 92 ‚ 93

budget plans, 94

development schedules, 94

game design documents, 91 ‚ 92

manpower plans, 93

milestone definitions, 94

profit and loss estimations, 94

project plans, 93 ‚ 94

project tracking documents, 94

prototypes, 95

resource plans, 93

technical design documents, 93

release stage, 100

upgrades, 100 ‚ 101

production path

art production documents, 413

pre-production cycle, 92 ‚ 93

Profit and Loss (P&L)

concept documents, 89 ‚ 90

project planning, 94

programmers, development engineers and, 65

progress testing, 171 ‚ 174

project managers, responsibilities of, 78 ‚ 79

project overview, game design documents, 399 ‚ 400

project plan documents, 425 ‚ 427

project tracking documents, project planning, 94

proof of concept (preproduction)

art production plans, 92 ‚ 93

budget plans, 94

development schedules, 94

game design documents, 91 ‚ 92

manpower plans, 93

milestone definitions, 94

profit and loss estimations, 94

project plans, 93 ‚ 94

project tracking documents, 94

prototypes, 95

resource plans, 93

technical design documents, 93

proposals

concept development cycle, 87

proposal documents, 396 ‚ 397

prototypes, project planning, 95

PSWs (Permanent State Worlds), 341

publisher/client trust issues, 10

puzzle games

algorithm defects, 52

assignment defects, 44

sound engineer responsibilities in, 77

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