test scenario |
test case |
detected bugs |
Fixed bug |
combat Detection: the most critical aspect of a game is to provide correct fighting logic. Therefore, the dual mode is used for testing. One person uses the left primary keyboard and the other uses the right keypad. Vs 2010debug to check whether the fighting logic is correct |
game jump Detection: if the input is a "jump before" button, the output should be: if the other party jumps over, it should be able to automatically turn to the body. If the screen logic boundary is encountered, should be able to stop people moving forward |
, some special effects may fail |
repair |
, the front hop changes to the back hop |
repair |
Game collision detection, use cases:
- Input: light punch and heavy punch buttons; output: The hit side performs the upper body hitting action
- Input: Enter, enter, move forward, or backward, and make the character collide with the boundary. Output: The character is stopped.
- Input: number of keys; output: Response of the Party hit by the special effect
- Input: the attacker has a strong foot, and the attacker squats/squats to prevent attacks. Output: Response of the attacker
|
When a punch is triggered, the foot moves first, causing the lower body to be hit. |
Repair |
When a character is hit by a special effect, if it is near the wallProgramAn error occurs: the keyboard controls the character on the left, and the keyboard controls the character on the right. |
Repair |
When the fight is in progress, the character will suddenly disappear |
Repair |
When you press the button, you can also defend against threats. |
Repair |
One character moves backward, dragging the other character |
Repair |
The figure "Gossip Girl" starts a big move and then touches the other party, causing damage to the blood. |
Repair |
The effect of being hit by a fist or foot is always displayed, but the effect of being hit by a big trick is "a flash of the eye" |
Repair |
Blood strip sometimes cannot appear |
Repair |
the jump height of the gossip girl and football Xin characters is too low |
game input detection, use case:
- input: single-action buttons: fist, foot, squat, and defense; output: actions of a character
- input: continuous buttons for four moves, for example, sdy; output: Actions of characters
|
it is difficult to release fast forward and return |
repair |
It is difficult to release the kickoff |
Fix: reserve a number key 4 as an input similar to "secret ". |
Repeated response will be made when you press or press |
Repair |
game robustness test: high-frequency keyboard input, while running programs for a long time, observe program response |
input: Game enable buttons, however, input in disordered order is similar to melee. Output: Response of the character |
role" Gossip Girl ", when the status changes from "standing" to "squatting", the program will crash |
repair |
input: long-running program, and run different modes each time |
the program occupies a large amount of memory, and loading has a long wait time |
unrepaired |
with longer running time, program response slows down |
repair |
game running continuity test: related options should be provided after the fight interface. Test in single-user mode, double mode, and practice mode, vs debug |
input: exit the game immediately after startup. Output: program response |
when the program is closed, null reference |
repair |
Input: Do not exit the game after a fight ends, and run in another mode; output: program response |
Input: switching between different modes. Each mode should provide a good fighting experience. |