No Evidence. What am I Testing? Expected Outcomes Testing Method Actual Outcome Action Required

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No Evidence What am I Testing? Expected Outcomes Testing Method Actual Outcome Action Required If a game win is triggered if the player wins. If the ship noise triggered when the player loses. If the sound setting is maintaining its setting between rooms. If the Is_Game_Won script working as intended. Retest: If the ship noise triggered when the player loses. Retest2: If the ship noise triggered only once when the player loses. The You Win animation plays once the player has beaten all the waves of enemies. The snd_ship_takeoff should play when a game over is triggered. The sound setting will be able to store it s On or Off string value between rooms, so that all sounds should play if requested. The game over script being called to find out if the game is over. The snd_ship_takeoff should play when a game over is triggered. The snd_ship_takeoff should play once, when a game over is triggered. Play the game until all enemies in wave 5 have been destroyed and see if the win is triggered. Play the game until you lose and listen to if the sound plays as expected Set the setting different to its default Off then go into debug mode to monitor its value on the next room. Set a debug variable that can be monitored in the debug mode, which will change its value if the script is run. Play the game until you lose and listen to if the sound plays as expected Play the game until you lose and listen to if the sound plays as expected As expected The sound did not play and no error message was displayed As expected Script ran on a win scenario but old depreciated code stopped the script from running for a lose scenario. Sound does now play but is being reset every few seconds. As expected Debug the cause of the lack of sound Remove depreciated code and retest the initial problem. Change script to only start the sound once

Evidenced in the Pre Testing File What am I Testing? Expected Outcomes Testing Method Actual Outcome Action Required Location of Changes Can towers/units be placed in illegal areas? That units can t move through solid objects Does the main menu operate correctly That towers and units cannot be placed on the path, menu, ship, launch pad or other towers/units. That units should not be able to travel completely off screen, through the ship/launch pad or behind the side menu That each menu option navigates to the correct page or triggers the correct response Try dragging the towers/units into these zones until satisfied it is impossible. Try driving the units into the off limits areas. Test each of the buttons or look at the code for each of the buttons for each menu. Towers and units can be placed inside the edges of the launch pad and can be placed on top of each other. Units could travel through everything. Completely broken. Change the placement collision code to add the launch pad and other towers and units collision detection. Create a system to check for unit collisions. It will check once the unit has moved whether it is colliding with an illegal area. Each tower/unit s Left released event and the new script scr_placement_ Collision_Check Each unit s keyboard <any key> event and the new script scr_movement_ Collision Do the tank controls work That the W, A, S, D, Up, Left, Down, Right and space bar trigger the correct movement direction or fire the gun Play the game, press all of these buttons and check if the result is as expected Do the armoured van controls work That the W, A, S, D, Up, Left, Down, Right and space bar trigger the correct movement direction or deploy the oil ability. Play the game, press all of these buttons and check if the result is as expected Does the Armoured Van s sprite rotate to the When moving in a direction the unit will also face that same direction Press all of the directional controls and see if the sprite turns to the correct direction Down and left directions have the wrong rotation Change the spite order to be in the right order spr_armoured_van

correct direction when turning Does the Tank s sprite rotate to the correct direction when turning Does the Win animation play correctly Does the Lose animation play correctly Does the Lightning tower s stats display correctly in the selection menu Does the Earthquake tower s stats display correctly in the selection menu Do all NPC s have the correct sprites attached Is the new detailed desert background applied to all levels When moving in a direction the unit will also face that same direction The tanks you come from the left of the screen and spell out You Win! The ship should fly off screen on the right and then fly back left carrying a banner, which it then drops in the centre of the screen. The stats should show: Range: 150 Speed: 1.5s Damage: 5 HP The stats should show: Range: 75 Speed: 1s Damage: 10 HP NPCs display their sprites and not a temporary image, such as the spr_no_sprite_yet (Red Exclamation Mark) bkg_desert is the background for all levels Press all of the directional controls and see if the sprite turns to the correct direction Play the game on both levels until a win is triggered Play the game on both levels until a loss is triggered Select the turret in game once it is placed or look at the scr_update_selection script where all these values are referenced. Select the turret in game once it is placed or look at the scr_update_selection script where all these values are referenced. Check all the NPC objects for which sprite they are assigned Play all the levels and look at the backgrounds, or go into the room settings and check the background setting, The animation played at the correct time but the tanks were in the wrong order and spelled out You Win! This is the same on both levels. On level 1 it plays fine, but level 2 skips halfway and doesn t drop the banner. Lightning tower s speed is shown as 0.5s instead of 1.5s. Change the sprite order to be in the right order Alter code to work on both levels, rather than just level 1. Go to scr_update_selection and update the speed value for the lightning tower. All but obj_leader have correct sprites. obj_leader is assigned to spr_no_sprite_yet. Is applied to level 1 but not level 2 which has a temp background Change sprite to the spr_leader. Also delete entirely spr_no_sprite_yet. Set rm_level2 background to bkg_desert and delete bkg_temp spr_win_tanks obj_ship step event scr_update_selectio n obj_leader rm_level2 background settings

Do lightning tower projectiles destroy themselves if they don t hit a target? Do Earthquake tower projectiles destroy themselves if they don t hit a target? Does the game allow you to continue spawning waves after win or loss Do all the sounds follow the sound settings Is the main menu easy to navigate Are all the Debug commands removed Lightning Tower projectiles Play the game and select a will expire after travelling lightning tower, watch if any the range limit of the turret. projectiles exit the white circle without destroying Earthquake Tower projectiles will expire after travelling the range limit of the turret. The next wave button should change its text to either Game Over, Last Wave or You Win! Sounds will not play if the sound setting is set to off. The main menu should help the player start the game not delay or confuse them unnecessarily. That when pressing any of the debug keyboard commands no cheat should be applied themselves. Play the game and select an earthquake tower, watch if any projectiles exit the white circle without destroying themselves. Play the game until loss occurs and then again until the last wave followed by a game victory Play the game until all events that trigger audio have occurred. EX: Menu, towers firing and game loss. Let several people try to use the main menu and listen to feedback. Play the game and press all debug command keys: 1, CTRL, CTRL + DEL. All don t play apart from the Lightning Towers firing sound. I watched several people try to use the menu and the most consistent piece of feedback was that sometime clicking the left mouse button would have no effect. The 1 key still triggers an immediate loss. Add an if statement before the sound_play code is used to check the sound settings current state. The problem is caused by a mouse click delay I added to stop actions being carried out twice. Lowering the delay to a few milliseconds rather than one second should make the problem less noticeable. Delete the press 1 key event. scr_fire obj_menu_screen glob left mouse event. obj_control press 1 key event.

Screenshot Evidence Using the built in debug tool to check a debug value I set in code Game Screenshots Before

Richard Hancock Unit 22

After

Richard Hancock Unit 22 User Feedback (M4) While making the game I frequently let other people play test it to find out their opinion of it so far. They also helped me find several bugs because they played the game significantly different to how I did. Alex (15/04/13): Dragged units die when come in to contact with enemy FIXED When enemies damage the base, they also give their credit reward FIXED Path collision detection FIXED Can spawn multiple units FIXED Rabia (18/04/13): When Game Over Screen occurs and all units self-destruct, they still give credits FIXED This feedback was vital in finding minor bugs that I might have overlooked in the testing process. In addition to finding bugs I asked people about more subjective areas of the game, which will make the results opinion based. These parts of testing may be evidenced in the testing files, but some were before the file was made.

What am I Testing? Gaining opinion of background quality. How easy is it to play the game? Is the sound too much, too little or annoying? Is the menu easy to navigate? Is the font included in the game easy to read at all times Testing Method Have several people look at the background Have several people play the game with no assistance Have people play the game with sound enabled Tell people to find a certain setting, level or menu and monitor the ease of which they do this Have people play the game and ask them what certain pieces of text say Feedback Results Action Required Location of Changes The group did not like the solid colour background, and said it should have more detail. They also commented that it didn t look much like a desert. The results were mostly positive as users found the start wave button and learnt how to place towers pretty quickly. However the units confused some users, as no controls were listed. Also the one unit at a time rule was not explained, and users thought it was a bug that only one unit could be spawned. Most people were happy with the level of sound in the game, but some commented some variation of tower noises would improved it. All users managed to navigate the menu with an acceptable speed and ease of use. All user managed to read all the text, as it was all bolded and in a good contrasting colour to its background. Make a proper textured desert background and replace the current one. Add a link to the website which provides a manual. Also for future games I will plan to include a tutorial or ingame manual to help the player, but it is too late to implement this now for Natural Annihilation. Unfortunately due to the game maker engine, it limits the amount of simultaneous different sounds, so this feedback would be hard to implement. Room settings and background image files. Main Menu and Website.