A | B | C | D | E | F | G | H | I | J | K | L | M | N | ||
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1 | Name: | Kieran | Martynas | Joseph | Nico | Jack | |||||||||
2 | Questions before testing: | University CS computer, Developer on the project, not part of UI team | Windows 10, Developer on the project | Windows, GTX 1060, 2560*1080, Project Developer, Part of UI team | Windows 10, GTX 860M, 1920*1080, Project Developer, UI team | Windows 10, 1680 x 1050, University Computer, Project Developer, UI team | |||||||||
3 | 1 | All text is readable, GUI is clearly divided | Pass | Text and graphics are readable, size is suitable | Pass | Pass | Pass | 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 | 2 | Market Prices and Roboticon upgrades are visible | Pass | Market prices and roboticon upgrades are clearly seen | Pass | Market and upgrade prices are shown, but upgrade data itself is not visble yet | Pass | Pass | Market prices are clearly visible in the market table, upgrades can be used with using the upgrade button | Pass | |||||
5 | 3 | It's only possible to see the current player's resources | Pass | Only one Player's resources can be seen | Pass | This is the intended outcome: only one player's resources should be visible at any time | Pass | Only one player's resources are visible at one time | Pass | No you can only see the resources of the current player | Pass | ||||
6 | 4 | Tile values are hidden before claiming | Pass | Values can't be seen before claim | Pass | This is the intended outcome: tile yields should not be visible until they've been claimed | Pass | Values not visible before tile is acquired | Pass | Values of a tile can't be seen | Pass | ||||
7 | 5 | Tile values are not displayed after acquiring | Fail | No it is not displayed | Fail | Tile tooltips do not yet show yields: this is an issue that we're aware of | Fail | Not yet implemented | Fail | Values of a tile can't be seen | Fail | ||||
8 | 6 | The map is a 4*4 grid | Pass | Yes, map is divided into 16 square plots of land | Pass | Pass | Pass | Yes, a 4x4 grid of tiles is clearly visible | Pass | ||||||
9 | 7 | No plots are allocated at the start of the game | Pass | Yes, all plots unallocated at the beginning | Pass | Pass | Pass | Yes, no tiles are highlighted at the start of the game meaning no tiles are owned | Pass | ||||||
10 | 8 | The game requires 2 human players | Pass | Yes, game supports two players | Pass | Game does not yet support AI-controlled players | Pass | Pass | Yes, after a player ends their turn, it switches to the second player. | Pass | |||||
11 | 9 | Tiles are highlighted when acquired, and each player has a distinctive colour | Pass | Yes, players’ tiles easily distinguishable | Pass | Pass | Pass | Yes, there is a coloured border around tiles once they have been claimed | Pass | ||||||
12 | 10 | Turns are hotseat | Pass | Yes, turns are organised in Hotseat style | Pass | Pass | Pass | Yes, only one player can play the game at a given time | Pass | ||||||
13 | 11 | Market and inventory clearly display the three resources | Pass | Yes, three resources named Ore, Food and Energy are displayed | Pass | Pass | Pass | Yes, they appear within the player's inventory and the market | Pass | ||||||
14 | 12 | All three can be bought and sold (when the market has stock) | Pass | Yes, it possible to buy and sell all three resources | Pass | Pass | Pass | Yes, during the market phase, resources can be bought and sold using the market interface | Pass | ||||||
15 | 13 | Yes Players start with money and can buy at least 1 roboticon | Pass | Yes, player strats with money | Pass | Players start the game with 50 money each | Pass | Pass | The player starts with a money value of 50. | Pass | |||||
16 | 14 | Gambling is not implemented. | Fail | It is not implemented yet | Fail | Gambling not yet implemented | Fail | Not yet implemented | Fail | No, not at the moment | Fail | ||||
17 | 15 | The market ehibits a basic implementation of Supply and demand with costs depending on the stock amount | Pass | Yes, market represent supply and demand economics | Pass | Prices for buying and selling resources change as things are bought and sold | Pass | Pass | The market prices change as the stock in the market changes | Pass | |||||
18 | 16 | Market starts with the correct values | Pass | Yes, market start with 12 Roboticons, 16 Food, 16 Energy and 0 Ore | Pass | Pass | Pass | The inventory contains these values when the game starts | Pass | ||||||
19 | 17 | Roboticons are purchased in phase 2, and placed in phase 3, production is only possible after this | Pass | Yes, a roboticon can be bought and assigned to a tile | Pass | Pass | Pass | Yes, there is a deploy button that the player can use when they have a roboticon within their inventory | Pass | ||||||
20 | 18 | There is a phase indicator top left | Pass | Yes, it is clear which phase player is in and it is writen what he has to do | Pass | A phase label, showing the phase number and description, is placed in the top-left hand corner of the screen | Pass | Pass | There is a lable describing the current phase number | Pass | |||||
21 | 19 | Phases are completely limited to their description | Pass | No additional functionality is allowed | Pass | This is the intended outcome: game phases are rigorously constrained | Pass | Pass | No, only actions described in the phase list can be carreid out | Pass | |||||
22 | 20 | The game ends at the right round | Pass | Yes, the game end in the round the final tile has been acquired | Pass | The game ends as soon as both players undergo phase 5 after the final two tiles have been acquired | Pass | Game does not progress after all tiles have been acquired | Pass | Yes it does | Pass | ||||
23 | 21 | The winner is selected when deployed with a console, however the .jar does not display the winner | Fail | Game selects the winner | Pass | Each resource has a particular weight that counts towards the final scores totalled for each player | Pass | Not yet implemented | Fail | No 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 | Fail | It is not implemented yet | Fail | Tiles' owners and roboticons can be identified, but tile yields and roboticon upgrades currently cannot | Fail | Not yet implemented | Fail | Roboticons that the tile contains can be seen but resources can't | Fail | ||||
25 | 23 | It is possible to upgrade rboticons, but not yet rendered in the GUI | Pass | Yes, it is possible to upgrade a roboticon using money | Pass | Pass | Roboticons can be seen on tile | Pass | Yes, during phase 3 the roboticons can be upgraded using the upgrade button | Pass | |||||
26 | 24 | Tile acquisition is needed for phase 1 | Pass | Yes, players able to acquire tiles for their college | Pass | Pass | Pass | Yes, the claim button lets a player acquire a tile during phase 1 | Pass | ||||||
27 | 25 | The map is a 4*4 grid | Pass | Yes, the map is in a grid perspective | Pass | Pass | Pass | The game is presented as a 4x4 grid | Pass | ||||||
28 | 26 | No correlation as of yet | Fail | It is not implemented yet | Fail | Currently, each tile is configured to yield the same numbers of resources | Fail | Not yet implemented | Fail | The tiles don't have their own unique values yet | Fail | ||||
29 | 27 | No other input is available than mouse and keyboard | Pass | Only mouse and keyboard can be used | Pass | Pass | No use for keyboard yet | Pass | Yes, the mouse carries out all the actions | Pass | |||||
30 | 28 | The market stock HUD is protected aside from roboticon until phase 5 | Pass | Yes, it is displayed | Pass | Pass | Roboticon stocks are visible through all 5 phases, everything else passes | Pass | 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 | 29 | Tile properties aren't fully displayed. Missing: Resources, roboticon upgardes | Fail | It is not fully implemented yet | Fail | It is currently impossible to infer tile yields, as described before | Fail | Not yet implemented | Fail | Owner, roboticon, assign but not withdraw roboticons can be see. No resource count or functioning upgrade button yet | Fail | ||||
32 | 30 | All tiles share artistic style and are clearly divided. | Pass | Yes, all 16 tiles easily distinguishable and consistent in terms of style | Pass | Pass | Pass | The grid lines clearly distinguish the tiles | Pass | ||||||
33 | 31 | Pause button works and holds the game in the exact state it was, timer inlcuded | Pass | Yes, pause button work and not affect the game state | Pass | Pass | Pass | Yes it pauses the game and suspends the timer | Pass | ||||||
34 | 32 | Game runs perfectly on the target computer | Pass | No | Pass | This is the intended outcome: the game falls below the system requirements set in the overall req-spec | Pass | No | Pass | 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 | ||||
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37 | If you need to find out your res: | ||||||||||||||
38 | http://www.whatismyscreenresolution.com/ | ||||||||||||||
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43 | Pass | ||||||||||||||
44 | Fail |