the difference between game software and Universal software
a) The need for generic software is clear, the game software needs idealized
I. The expected results of each step of the user's operation in the general software are clear and normative, and not all of the requirements in the online games have a definite expected result, and the balance of skill is the balance, not the absolute balance. There are no definite reference parameters. You can only get a perceived result based on the experience of previous games.
Ii. some of the features in the online game are available for reference in the expected results. For example, teaming up, trading, and other features with creative planning, but according to the planning of personal understanding, to determine the expected results. People's thinking is limited, so there is no guarantee that all kinds of complicated details will be taken into account in his ideas. It is also not guaranteed that the idea will be completely acceptable to the user.
When you are a game tester , many times you need to do more than just verify the functionality. It is also necessary to help developers and users find a balanced point of mutual tolerance. The testers of the game software have doubts about the planning requirements, and strive to reduce the potential contradiction between the player and the developer through their own efforts.
b) General less change in software development process, faster demand in game software development
I. The use of the general software of the user and the function of the software targeted, decided that the software from the beginning of the production will be few new changes in demand. And game software, in order to meet the player's recognition of the game, planning needs to constantly try to figure out the player's preferences, to improve the game function. In addition to the online game production itself is a large and complex project, developers can not be in the early stages of development, on the framework and scalability to make the best evaluation. Therefore, in order to meet the needs of users and constantly make some changes in infrastructure, infrastructure changes will inevitably lead to some features of subversion. So there is a vicious circle in the game development process, when the infrastructure changes to satisfaction, the player's needs have changed, and then the new adjustment, and then make new changes. The end result is that the development cycle of the game software grows longer. Any experienced team should make a proper assessment of each impact-based change.
second, the online games have what test content
a) Performance
I. Client-side performance
II. Server-side performance
1. Server
2. Database
III. Network
b) Function
I. From the end of the run Game.exe open the game interface can be done by various operations, play
II. Interface
III. Music
c) Automation
I. development of tools, software and platforms required for the implementation of test work organizations
II. Automated Regression testing: In-game basic, small change, high error rate, can be checklist repeat test function, performance and other automation is a good way
III. At any time, automation can not replace the human brain, it just put some repetitive labor from our testers to remove, let us have more time to do more meaningful things, if you think you do one thing is repetitive, and there are regular and feasible, do not consider automation.
three, in the game for the functional test test case of writing a brief discussion
Find out what features are in the game first:
a) What are the features of the game open?
I. Different games for different functions, but the current mainstream some of the functions are divided into the following content:
1. Basic operation
2. Npc
3. Map
4. Equipment
5. Plot
6. Skills
7. Interpersonal
8. PVP
9 、......
In this way, we are very simple to divide the function of the whole game, divided, down the work is for a function of the test. A lot of people have asked a question, what is the use of test cases in game testing? Continue below ~
b) What is the role of test cases for game testing?
I. During the test execution, check that the operation results are correct according to the actions indicated by the use case, and record the bugs found during the test
II. Confirm the adoption of the function according to the execution result of the use case, or the adoption of the single-pass test according to the coverage of the use case
Iii. facilitating the implementation of regression testing
This should be more clear.
c) What the test case should include-all the information required during the test execution, for example. For example:
I. Table header: Feature name, case writer, writing time, tester, test time
Ii. Body: function points, test points, test inputs, expected results, actual results
Iii. Statistics of use case execution results
d) Modular concept of function point
Are aware of a complex and large system, the implementation of the program will be divided into several modules according to the module function priority. We also use this method in the testing process, the complex function points according to the implementation function of the classification, classification of the test points, and then classification, until the subdivision into a use case. Just like discovering.
According to the equivalence class partitioning method, the test point of the same judging condition is composed of a set of conditions which are judged on the basis of this condition, and we assume that it has been established. This requires the tester to know clearly what conditions are a priority and which are based on such conditions in the use case design process. The test cases that we eventually form must ensure that a use case examines only one test point.
This design also has another benefit, if a use case can not walk through, the other may continue to detect, often encountered in the test process due to a bug, resulting in the test work stalled. Now we can take the script debugging, or other methods to skip the bug test content, continue to test the other test points.
e) Scene test method to assist Function point subdivision
In the game test, the scene test method is a commonly used method, what is the scene test method, and according to the functional design requirements, in the brain to simulate a function of the operation of the process. According to the points for each step, the points are divided into small functional points at the time of the use case design. Each step of the partition is divided into checkpoints that are designed for that function point within each of the points. Then the test input (and the operation process) is written according to the checkpoint. The way of thinking in the use case writing process is as above. It is more abstract and I hope to help you.
f) Design principles for use cases--always asked to what extent
I. We don't expect the use case to be written to anyone who can execute it, nor is it necessary
II. We are aimed at the online game tester, at least the people who have played online games, these people are aware of the basic settings in the play, we can not know what the task interface is what the NPC said how to test the task. So the principle of our use case writing is for the testers in our test group.
III. However, please do not be brief to other testers do not understand, especially when you are a full-time use case writer, please think more about the way the language description. Ask your partner to understand what you mean.
Iv. The use case is not a fixed format, and its main principle is that all the information required in the test is available to me through your documents. So don't be persistent like others want template. Templates you can design yourself, play your creative.
Iv. Preparation Process Considerations
Communication with the design staff
When you get a document, do not rush to write, before this a lot of things need to do, please read the document at least three times, and then think about whether your own brain has you see the document function Point of a flowchart, when the confirmation is ready. To begin designing use cases, the process of use case design is the process of communicating with the designer in depth and understanding the functionality. You will find that it may not be exactly what you imagined in your previous flowchart. Don't be surprised at this time, just check them out. Not afraid to find problems, afraid of not finding problems, and eventually did a lot of useless. In the process of writing found no expected results of content, please timely check with the planners, procedures personnel, must be checked by three parties. Check up to remind the planners to update the design case, remind the program staff design case new modification content. You will find that the process of designing the test case itself is the process of discovering the imperfect plan.
Use your thinking, using the boundary method, equivalence class partitioning method, error inference method, and previous experience, to fully design all the checkpoints required for each test point. Take your initiative and discuss with others in your test team the test points you think may be risky to get more valuable information.