ShaDoOoW wrote...
werelynx wrote...
Nowadays you should be happy that you HAVE betatesters, good or not.
Well said.
Also in real testing you DONT know what are the bugs.
I agree to a degree.
I'm a software engineer/tester for a Consultancy firm, and I guess the statement is true depending on how you look at it.
In software testing, you can create test-cases, to test areas of vulnerability or risk.
eg - The important areas of a Commerical website, would be the Billing sections, and the login sections etc.
Different testing methodologies would allow you to identify the different tests to perform.
eg - Boundary Analysis would suggest to try to input the highest and lowest acceptable values, and expect the system to allow it, and then to enter highest value + 1, and lowest value -1, and expect the system to disallow it.
That in itself would be a simple test.
Gaming is somewhat different, depending on what phase of testing you are wanting to simulate.
If this is functional testing, then you want to verify that the conversations are working, scripts are doing what they are designed to do etc, and areas are all accessible as needed.
Functional testing also relies on testing different scenarios, so if a PW uses Subraces, you would need to assess which subraces you need to test. Normally, a wide range of variation would be good enough.
eg - If 20 subraces are using letoscript, then you dont need to test all 20, testing one or two letoscript subraces would verify the letoscript functionality. (assuming they do relatively different things).
Beta Testing usually arrives around the EUAT Phase (End-User Acceptance Testing Phase)
This is testing by the end user/target audience.
A game, being tested, by gamers etc.
Its more aimed at
1. Is the game playable,
2. Is it enjoyable
3. What does the player want added to make it better etc
4. Is the game feasible on a players system. (Letting players play the game on their own pc, gives game companies better insight into how the game will perform on their whole customer bases systems.)
(In house game testing would only provide about 10-15 different game platforms, simulating different OS's and Hardware specs)
These are usually designed to be optimum for the game, and dont simulate real life systems, that have Virus Scanners, and other apps running at the same time.
Beta Testing is more Ad-Hoc testing.
Play the game, until something jumps out at you and says 'Im a Bug' or 'Im broken'
If you want to add some common bugs.
1. Typo's - Spelling mistakes in Conversations.
2. Conversation Conditionals - Make a quest giver reward the player if they DONT have the items required (eg - having the true and false the wrong way round)
3. Plot Flag - Turn this on and off on certain objects, to make them invulnerable, or vulnerable, depending on the situation. eg- Maybe you want to make a monster, like a goblin, that should obviously, be easy to kill, but instead, you can make it erroneously look god-like invulnerable.
4. Waypoint typos - Change a few waypoints to have the wrong tag - A script that tries to teleport, will try to teleport you to the tagged waypoint, if the tag is mispelt, it wont teleport you.
5. Make a spell overpowered - (not a bug per say, but User Acceptance testing 'should' highlight it as a bug. Eg - If Magic Missile was doing 200 damage (for a level 1 spell), a good tester would report it, if you are testing these people as testers, then they should find this bug, and report it, if they ignore it and exploit it, then they arent all that good.)
6. Infinite Loops - Take out the GetNext..... from a loop, and see if the players/testers report the bug appropriately.
Bug/Defect Reporting.
If your trying to be their Manager or whatever, you need to have a clear and conceise defect reporting strategy.
Make some sort of template, that allows them to fill in the data about the defect.
Make sure you are clear, about requirements.
You cannot fix a bug, if you dont know how to reproduce.
Steps to Reproduce is probably the most important part of a defect report.
Also include time of defect, when it occured etc, a developer can check in the logs to see what happened at that time.
Anyway... enough of my rant.
Hope you have fun implimenting some/any of this.