Test Specification

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Test Specification[edit | edit source]

Note: Since we are only building a prototype (and not a robust program) for the Kickstarter pitch, our tests at this point are not so much code-based as they are customer-based. We want to specifically show the owners (the Lowry's) that we have the ability to do the things they are asking so we can screen-capture these things for our Kickstarter video. In addition, a lot of our code base has yet to be written. As of this week's deliverable date (15 March 2014), this is our test plan.


Here is our "Template": Project Requirements

For each of the requirements, we must create a test or test suite that guarantees that we have met the indicated objectives.

Please add to this document a section for the portion of the program you have been assigned and identify describe the test cases you will run. We will post our actual integration test results (PASS/FAIL) on this page to indicate the status of development of our program.

Item Creation Engine[edit | edit source]

Test Description Test Passed?
Update() method called on mesh object changes its geometry at run-time

PASS

Object geometry is correctly generated from vertices

FAIL

Object properties (material makeup, density, etc.) write to item class

FAIL

Do not allow vertices to be moved outside the item's bounding box

FAIL

Single method correctly computes item's mass from its materials and geometry

FAIL

Editing only allowed within material/financial constraints

FAIL

Provide completed sword template file

FAIL

Screen coordinates correctly translate to object coordinates and vice versa

FAIL

Item class files meet formatting and content requirements of combat team

FAIL

Demonstrate that re-load after editing and saving an object keeps and loads the changes made previously

FAIL

Vertices of object are stored in appropriate order after object manipulation (i.e. after delete, create new, etc.)

FAIL

Editing appropriately allows for undoing and redoing actions (or should this be UI?)

FAIL

Provide needed actions for UI interface

FAIL

Combat Engine[edit | edit source]

Test Description Test Passed?
Player passes out after losing two-thirds of his blood points

FAIL

Unconscious players regenerate blood slightly faster than normal

FAIL

Blood points must always be between zero and the maximum amount, inclusively

FAIL

Severe injuries in the arms disable the player's ability to swing his weapon

FAIL

Severe injuries in the legs cripple the player, slowing movement speed and making him clumsier

FAIL

The most severe injuries in crucial places (ie. head, throat, etc) cause immediate death

FAIL

Severe injuries in crucial places (ie. head, throat, etc.) cause immediate unconsciousness for a time if they do not cause immediate death

FAIL

More severe bleed injuries cause player to lose more blood points at a faster rate

FAIL

Injuries are caused only when something comes into contact with the player's skin or armor

FAIL

A shield and armor protects the player from all injuries except those for which they are weak or vulnerable (like fire hitting chain mail)

FAIL

An injury's severity is properly calculated according to the momentum of the player and the object system and the player's protection at the points of collision

FAIL

Item Creation UI[edit | edit source]

Test Description Test Passed?
Clicking on forge opens up menu for Item Creation

FAIL

Choosing an item to edit successfully loads and displays it

FAIL

The vertices on the item are highlighted and selectable

FAIL

Item correctly rotates intervals of 90 degrees around the y-axis when flipped

FAIL

Weapon stats are correctly displayed

FAIL

Clicking the vertex editor button in the toolbox enables vertex editing (all other buttons are reach items for now)

FAIL

Vertices successfully snap to the underlying grid

FAIL

Newly added vertices are successfully displayed and can be manipulated.

FAIL

Selecting a weapon part causes that weapon type to be placed in focus (vertices appear and are selectable)

FAIL

The materials of weapon types can be changed from the weapon parts window

FAIL

Changes to a weapon type's material are reflected visually in the rendered item

FAIL

Contents of Options and Help windows change when toolbox selection changes

FAIL

Dragging and dropping a vertex causes the item underneath to change its geometry correspondingly

FAIL

Dragging a vertex causes the outside borders of where it can be dragged to be displayed (low priority)

FAIL

Dragging a vertex too close to another existing edge or vertex causes a visual effect to appear indicating that the vertex cannot be dragged beyond it. (low priority)

FAIL

When symmetric mode is enabled, all operations on vertices on one side of the screen (left/right) are mirrored on the opposite side of the screen, if an opposite vertex exists. (Reach feature)

FAIL

When a vertex is added, the new vertex is reflected by the item underneath

FAIL

Vertices can be deleted

FAIL

When a vertex is deleted, the deletion is reflected by the item geometry underneath.

FAIL