Lecture 11


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  • Is it fun? Is the level enjoyable to play? The answer to these questions is “I don’t know” and you’ll never know until you test your assumptions.
  • Answer these questions in the “Implementation” Forum.
  • Before we move on to the next step, we need to find out if the game is fun, if users understand the objectives, and does it work. To do this we conduct user testing sessions and gauge the responses. Testing sessions are formalized…
  • “Test early and test often,” is the mantra of many development teams. But testing is more than just seeing if something works. The process is used to identify software defect, gauge the quality of the product, document any uncovered design or programming issues, check for inconsistencies, and save development time.In the early days of game development testing was completed by the programming staff, but as the products became more complex, a larger set of resources were needed. At this time most publishers created a Quality Assurance department. It is their responsibility to make sure the game is working correctly, manage the bug list, conduct testing sessions with outside users, and evaluate if the game is “fun”.
  • The software industry if full of testing phases. Here are some common types of testing that takes place. Many of these related to the game industry, but the red represent common phases.
  • Here is a chart explaining the testing process. After each play test, a list of issues is generated. This list is reviewed by the QA staff and programming bugs are reported to the development staff. Bugs are assigned to specific team members or departments and then analyzed for possible solutions. Once fixed, the bug list is updated with the solution and is sent back to the QA Lead or a designated QA staff member.Unfortunately, there is no standard model used across the industry. Each company has developed their own process which is constantly being tweaked and refined. Typically bugs are entered into a proprietary bug database and classified from a “Class A” bug, which must be fixed to a “Class C” bug, which the development team would like to fix, but not at the expense of altering the production schedule. Ask – “Why do you think such an elaborate process is needed?”
  • Lecture 11

    1. 1. CISC 105: Intro to Game Modding Lecture 11: Implementation Charles Palmer – Fall 2013
    2. 2. Implementation
    3. 3. Implementation Let’s talk about progress • • • • Where are you in the development process Where do you go for help What’s next on your list to accomplish What can I do to help?
    4. 4. Building a section of your mod For the remainder of the class we’ll be building a section of your Skyrim mod. Your grade will be based on your ability to produce these items at each milestone. Build a location from your world map Place enemy units, loot drops, and at least one trap Add NPC dialogue Test Mod
    5. 5. Test early and test often… • More than just a mantra • Used to o o o o o o identify programmatic defects gauge quality check for inconsistencies Uncover design or programming issues Save development time Not just for programmers • Formally handled by the Quality assurance department/team
    6. 6. Types of industry testing • • • • • • • • • Functionality testing is most commonly associated with the phrase "game testing", as it entails playing the game in some form. Functionality testing does not require extensive technical knowledge. Functionality testers look for general problems within the game itself or its user interface, such as stability issues, game mechanic issues, and game asset integrity. Compliance testing Compatibility testing Localization testing Soak testing Beta testing is done during beta stage of development. Often this refers to the first publicly available version of a game. Public betas are effective because thousands of fans may find bugs that the developer's testers did not. Regression testing is performed once a bug has been fixed by the programmers. QA checks to see whether the bug is still there (regression) and then runs similar tests to see whether the fix broke something else. That second stage is often called "halo testing; it involves testing all around a bug, looking for other bugs. Load testing Multiplayer testing
    7. 7. Assignment Continue building your mod with the Creation Kit. By this time you should have a good bit of your mod mocked up. Now it’s time to see if your mod accomplishes what you’ve expected. To prove this assumption, create a test log that can be used to collect feedback from your users and categorize user feedback. Remember the purpose of a play test is not to show how cool your product is, this is a chance to find out how you can make it better.
    8. 8. Assignment This first play test should answer some simple questions. Check for things such as o Can the player navigate the space • Do they get lost • Do they get stuck o Are there problems with the environment o Are the creatures too hard o How long does it take to complete the task The important thing is to let your tester explore so you can document their progress and record any problems.
    9. 9. Assignment When you are ready to evaluate your mod, use the Testing Log template to conduct five play test sessions. During the play test, your role is just to listen. Try not to direct the player’s action (unless they feel frustrated) or engage in too much conversation. Once the session is over, either by completing the objective, giving up, or reaching a pre-determined stopping time complete a log entry for each player. After testing with five players, upload the Testing Log to Moodle (DWilliams_CISC105_11.xls)