ABCDEFGHIJKLMN
1
Name:KieranMartynasJosephNicoJack
2
Questions before testing:
University CS computer, Developer on the project, not part of UI teamWindows 10, Developer on the projectWindows, GTX 1060, 2560*1080, Project Developer, Part of UI teamWindows 10, GTX 860M, 1920*1080, Project Developer, UI teamWindows 10, 1680 x 1050, University Computer, Project Developer, UI team
3
1All text is readable, GUI is clearly dividedPassText and graphics are readable, size is suitablePassPassPass
All font is large enough to read and the colours don't clash with the background. Landmarks on the map are visible and distuigishable.
Pass
4
2Market Prices and Roboticon upgrades are visiblePassMarket prices and roboticon upgrades are clearly seenPassMarket and upgrade prices are shown, but upgrade data itself is not visble yetPassPassMarket prices are clearly visible in the market table, upgrades can be used with using the upgrade buttonPass
5
3It's only possible to see the current player's resourcesPassOnly one Player's resources can be seenPassThis is the intended outcome: only one player's resources should be visible at any timePassOnly one player's resources are visible at one timePassNo you can only see the resources of the current playerPass
6
4Tile values are hidden before claimingPassValues can't be seen before claimPassThis is the intended outcome: tile yields should not be visible until they've been claimedPassValues not visible before tile is acquiredPassValues of a tile can't be seenPass
7
5Tile values are not displayed after acquiringFailNo it is not displayedFailTile tooltips do not yet show yields: this is an issue that we're aware ofFailNot yet implementedFailValues of a tile can't be seenFail
8
6The map is a 4*4 gridPassYes, map is divided into 16 square plots of landPassPassPassYes, a 4x4 grid of tiles is clearly visiblePass
9
7No plots are allocated at the start of the gamePassYes, all plots unallocated at the beginningPassPassPassYes, no tiles are highlighted at the start of the game meaning no tiles are ownedPass
10
8The game requires 2 human playersPassYes, game supports two playersPassGame does not yet support AI-controlled playersPassPassYes, after a player ends their turn, it switches to the second player.Pass
11
9Tiles are highlighted when acquired, and each player has a distinctive colourPassYes, players’ tiles easily distinguishablePassPassPassYes, there is a coloured border around tiles once they have been claimedPass
12
10Turns are hotseatPassYes, turns are organised in Hotseat stylePassPassPassYes, only one player can play the game at a given timePass
13
11Market and inventory clearly display the three resourcesPassYes, three resources named Ore, Food and Energy are displayedPassPassPassYes, they appear within the player's inventory and the marketPass
14
12All three can be bought and sold (when the market has stock)PassYes, it possible to buy and sell all three resourcesPassPassPassYes, during the market phase, resources can be bought and sold using the market interfacePass
15
13Yes Players start with money and can buy at least 1 roboticonPassYes, player strats with moneyPassPlayers start the game with 50 money eachPassPassThe player starts with a money value of 50.
Pass
16
14Gambling is not implemented.FailIt is not implemented yetFailGambling not yet implementedFailNot yet implementedFailNo, not at the momentFail
17
15
The market ehibits a basic implementation of Supply and demand with costs depending on the stock amount
PassYes, market represent supply and demand economics PassPrices for buying and selling resources change as things are bought and soldPassPassThe market prices change as the stock in the market changes
Pass
18
16Market starts with the correct valuesPassYes, market start with 12 Roboticons, 16 Food, 16 Energy and 0 OrePassPassPassThe inventory contains these values when the game starts
Pass
19
17Roboticons are purchased in phase 2, and placed in phase 3, production is only possible after thisPassYes, a roboticon can be bought and assigned to a tilePassPassPassYes, there is a deploy button that the player can use when they have a roboticon within their inventoryPass
20
18There is a phase indicator top leftPassYes, it is clear which phase player is in and it is writen what he has to doPassA phase label, showing the phase number and description, is placed in the top-left hand corner of the screenPassPassThere is a lable describing the current phase numberPass
21
19Phases are completely limited to their descriptionPassNo additional functionality is allowedPassThis is the intended outcome: game phases are rigorously constrainedPassPassNo, only actions described in the phase list can be carreid outPass
22
20The game ends at the right roundPassYes, the game end in the round the final tile has been acquiredPassThe game ends as soon as both players undergo phase 5 after the final two tiles have been acquiredPassGame does not progress after all tiles have been acquiredPassYes it doesPass
23
21The winner is selected when deployed with a console, however the .jar does not display the winnerFailGame selects the winnerPassEach resource has a particular weight that counts towards the final scores totalled for each playerPassNot yet implementedFailNo message describing who the winner is
Fail
24
22
Roboticon is clearly displayed, however the level of the roboticon is not displayed, or the resource count
FailIt is not implemented yetFailTiles' owners and roboticons can be identified, but tile yields and roboticon upgrades currently cannotFailNot yet implementedFailRoboticons that the tile contains can be seen but resources can'tFail
25
23It is possible to upgrade rboticons, but not yet rendered in the GUIPassYes, it is possible to upgrade a roboticon using moneyPassPassRoboticons can be seen on tilePassYes, during phase 3 the roboticons can be upgraded using the upgrade buttonPass
26
24Tile acquisition is needed for phase 1PassYes, players able to acquire tiles for their collegePassPassPassYes, the claim button lets a player acquire a tile during phase 1Pass
27
25The map is a 4*4 gridPassYes, the map is in a grid perspectivePassPassPassThe game is presented as a 4x4 grid
Pass
28
26No correlation as of yetFailIt is not implemented yetFailCurrently, each tile is configured to yield the same numbers of resourcesFailNot yet implemented FailThe tiles don't have their own unique values yet
Fail
29
27No other input is available than mouse and keyboardPassOnly mouse and keyboard can be usedPassPassNo use for keyboard yetPassYes, the mouse carries out all the actionsPass
30
28The market stock HUD is protected aside from roboticon until phase 5PassYes, it is displayedPassPassRoboticon stocks are visible through all 5 phases, everything else passesPass
Resource counts can be seen in all phases for both the player and in the market. There is a pause button. Roboticons can be seen in all phases
Pass
31
29Tile properties aren't fully displayed. Missing: Resources, roboticon upgardesFailIt is not fully implemented yetFailIt is currently impossible to infer tile yields, as described beforeFailNot yet implemented FailOwner, roboticon, assign but not withdraw roboticons can be see. No resource count or functioning upgrade button yet
Fail
32
30All tiles share artistic style and are clearly divided.PassYes, all 16 tiles easily distinguishable and consistent in terms of stylePassPassPassThe grid lines clearly distinguish the tiles
Pass
33
31Pause button works and holds the game in the exact state it was, timer inlcudedPassYes, pause button work and not affect the game statePassPassPassYes it pauses the game and suspends the timerPass
34
32Game runs perfectly on the target computerPassNoPassThis is the intended outcome: the game falls below the system requirements set in the overall req-specPassNoPass
The game is only using 250MB of RAM and the size of the executable is 22.4MB. There are no problems with running it on a university computer.
Pass
35
36
37
If you need to find out your res:
38
http://www.whatismyscreenresolution.com/
39
40
41
42
43
Pass
44
Fail