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M3-M6 test plans

Our test plans for Milestones 3 through 6 are posted here. As in the given example, we've included m1 and m2 for completeness. These tests are a work in progress. They continue to evolve as we iterate through design.

Milestone-1

Item NumberContextTestExpected ResultActual Result
1.1Saving objects Create a person or thing and save them the collection for each person or thing will be saved to a text fileworks as expected

Milestone-2

Item NumberContextTestExpected ResultActual Result
2.1Person-Person interactionFrank enters Junior's and sees Bill Leahy and food. His happyness level goes up and his hunger level goes downYes
2.2Person-Item interaction Kristin is directed to pick up a non-moveable item. The item should not be in her inventory of items picked-up.Yes
2.3Person-Item interaction Kristin picks up a moveable item and places it at another locationThe item should disapear from the location of origin and reappear at the destination.Yes
2.4 Person-Room interaction A person is directed to walk from one room to a non-adjacent room.This should not be allowed to happen. as expected

Milestone-3

Item NumberContextTestExpected ResultActual Result
3.1Room contents Empty a room of Persons and itemsThe room should report that there's nothing in it.Yes
3.2Room adjacency Move a person from one room to a non-adjacent roomShould not be allowed, no change will result.Yes
3.3add friends Jan is deprived of friends Upon enterring a room full of non-aquaintences she feels lonely as indicated by her drop in happyness factor.Yes
3.4 leave location Frank leaves his dorm room.Frank should no longer be inside his dorm room and should be outside the building.Yes
3.5Room-Building relationship Create a room containing moveable and non-moveable Items, and people, and place inside a particular building The building should contain the room, which contains the items and people.Yes


Milestone-4

Item NumberContextTestExpected ResultActual Result
4.1Saving objects (see 1.1) Save a game populated with Persons, Items and Buildings and then reload it game should reload with state that was last saved...
4.2 Current viewable space Move a character from our outdoor campus map to indoor building space The viewable space should be replaced by a zoomed in view of the building and rooms contained within. ...
4.3 Current viewable space Move a character into a room, or from one room to an adjacent room, within a building The room the character has been moved to will fill the viewable area and all the items and people in that room will be visible to the user. ...
4.4 GUI window Create new people and set factors outside of allowable limits Should not be possible to exceed allowable limits in GUI ...
4.5 GUI window Set the name of a person to blank/nothing Should not be possible. Game will prompt user for a name for the character being created/modified...
4.6 GUI window Set the description of a building/item to blank/nothing Should not be possible. Game will prompt user for a description for the building/thing being created/modified...
4.7 Gameboard constraints Click on a Person and direct them into a wall The room boundries should prevent the person from exiting unless they are heading out a door ...
4.8 Item manipulation by Person Click on a Person and direct them to pickup a non-moveable object The person should not have that object in their inventory of items picked up. ...
4.9 Person-Person interaction Click on a Person and direct them towards another person The person should interact with the other person based on their attributes accordingly. ...
4.10 Person-Person/Item interaction Click on a Person and direct them past another person or item The person should automatically interact with the other person based on their attributes accordingly, and should interact with any nearby object based on their factors that the Item object is designed to affect. ...
4.11 Save/Load Person Click on a person and click save/load Person Should save the Person and no other aspect of the game and then reload the person ...
4.12 Save/Load Thing Click on a thing and click save/load Thing Should save the Thing and no other aspect of the game and reload thing ...


Milestone-5

Item NumberContextTestExpected ResultActual Result
5.1PausePressing pause button on GUIsimulation mode should turn off...
5.2TimingCreate a variety of characters and give them each a different amount of time to wait before moving and interacting on their own.Each Person should wait and move differently than the other people....
5.3RandomThe People that are created will have random movements along with their timed onesEach Person should randomly move and interact with others....


Milestone-6

Item NumberContextTestExpected ResultActual Result
6.1Expand gameboardAttempt to create a building on top of an already existing one.Should not be possible for more than one building to occupy a space on the gameboard....
6.2Add RoomAttempt to create a building with no room adjacent to an exit.Should not be possible. Each building should require at least one room to be near an exit....
6.3Create Room Create a room with any number of moveable, non-moveable items and also containing people The room should contain a collection of all these objects as well as know it's location relative to other rooms or the building it resides within....
6.4Saving game-state(see 1.1, 4.1) /campus-map Save the gameboard and then exit the game. Startup the game and reload the gameboard. game should reload with state that was last saved excluding any game state....
6.5Saving Person-state(4.11) Save the People in the game. All People should be saved to file but nothing else. ...
6.6Saving Thing-state(4.12) Save the Things in the game. All Things should be saved to file but nothing else. ...
6.7(optional) Remote capability Edit an object on the gameboard, be it a person, item or building or room.Game state and gameboard should be updated on all remotely connected game clients....



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