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[WIP] Test Plan


hambeast

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Just posting this here for future reference.  I came up with a very basic test plan for future testers to validate the mechanics of the game.  A check list of sorts to make sure things are working as they should to my best understanding.

 

Please note this is a work in progress and when I fully flesh this out, it will be in a spreadsheet format.

 

 

Arma3 Epoch Test Plan

Gameplay
- Spawn in Fresh - With Clean DB am I able to spawn in?
Expected: Spawn somewhere on the map
- Spawn in With Existing Character data - Does my char data save?
Expected: Inventory, Status Effects, and Position should reflect my last login's information
- Movement - Can I move around without issue?
Expected: All movement controls, Directionals, Strafing, Turning, Vaulting, should all work
 
 
Crafting (Test single and multiple stacks, Test over current materials carried eg: I have 2 logs, try to build 8 lumber)
- Chopping a Tree - Should yield some wood and tree should fall on depletion of logs
Expected: Chopping a tree yields 1 log per chop, after max chops, tree should fall down
- Crafting Lumber - Should take 2 logs per 1 Lumber 
Expected: Crafting 1 lumber takes 2 logs, crafting x. lumber takes x * 2 logs
- Crafting Wood Floor - Should take X(NOTE: How much?) Lumber
Expected: Crafting 1 wood floor takes X lumber
- Crafting Wood Stud Wall - Should take X(NOTE: How much?) Lumber
Expected: Crafting 1 wood stud wall takes X lumber
- Crafting Wood Stairs - Should take X(NOTE: How much?) Lumber
Expected: Crafting 1 wood stairs takes X lumber
- Crafting Wood ??
- Crafting Teepee - Should take 1x Lumber & 1x Pelt
Expected: Crafting 1 Teepee takes 1 lumber and 1 pelt
 
Building
- Placing Crafting Kit Item - Should place at getPosATL(player)
Expected: Crafting kit should create new item at location of player
- Upgrading Placed Item - Should consume upgrade item type from player inventory
Expected: Upgrading item consumes item from player inventory and updates crafted object's model
- Moving Placed Item - Player should be able to Pick up placed objects with Space bar after turning on Build mode 1 or 2
Expected: Pressing Space Bar while object is in crosshairs will bring up timer animation.  After animation finishes, object should be movable by player
- Snapping Held Object - Player should be able to snap object to other objects eg: Snap stud wall to Floor
Expected: When build mode 1 and snap mode 1 enabled, Wall should snap to edges of floor
- Manipulating Held Object - Player should be able to manipulate position, yaw, pitch, roll of object with pre-defined keys
Expected: All Manipulation keys should work on object
- Placing Held Object - Player should be able to drop object with space bar (not just turning off build mode)
Expected: With object held in building mode, pressing space bar will drop object and initiate physics countdown on object
 
Looting
- Loot Spawning - Loot should spawn within a 40m radius of the diretion player is moving/looking in the proper location
Expected: Inside loot holders (chairs, beds, etc) spawning indoors.  Outside loot holders (trash, phonebooth, etc) spawning outside buildings
- Loot Holders - Loot holders should spawn loot at least 50% of the time
Expected: Upon opening/Squishing a loot holder, 50% of the time, loot should spawn at the object's location.  Indoor loot will have loot spawn inside object
 
Vehicles
- Repairing Vehicles with Toolbox
Expected: Repairing vehicle with toolbox should fix all parts to green (possibly consusme toolbox? or chance to break?) and save status
- Repairing Vehicles with Multigun
Expected: Shooting vehicle once should repair the status of the part shot.  Ex: shooting a wheel should repair the wheels

 

AI Traders

- Selling an item

Expected: Sold items should be removed from player's inventory. Should increase player's Krypto count by amount indicated in sell value display.  Should increase traders stock of item by 1.

- Buying an item

Expected: Buying an item should remove item purchased from vendor's inventory.  Should decrease player's Krypto count by amount indicated in buy value display.  Should decrease traders stock of item by 1.

- Filtering

Expected: Selecting drop down filter in buy/sell window should filter items by type chosen in proper display (buy/sell).  Items should be sorted as well for easy acces (alpha, value, etc).  Players should have option to Sort using friendly indicator Up/Down arrow (Ascending, Descending).

- Buy/Sell Vehicles

Expected: Selling a vehicle should add current sold vehicle to trader stock.  Purchasing vehicle should remove from trader stock.  If max veh count is reached a warning message should show and trade should be stopped (no stock/krypto loss)

- Stealing

Expected: Selecting steal action on trader should open stealing menu.  Stealing items should have a chance to fail.  Failure should have some consequences

- Talking to  trader

Expected: Talking to trader should reveal some info about local happenings

- Quests (tasks)

Expected: Talking to traders about current tasks should offer players a chance to complete a task for trader for a reward

 

Player Traders (not tested yet)

 

Enemy AI

- Sappers

Expected: Should spawn randomly when players are looting an area (unsure of spawn chance)

- Drones

Expected: Should spawn randomly around military(?) areas.  If drone spots players, a group of enemy soldiers should be spawned around location and attempt to hunt player down, getting position information from drone.  Destroying drone should either despawn soldiers or stop updating intel of players position

- Cultists

Expected: Should spawn randomly at night when player is looting an area.  Should shoot fireballs(!!!!!)

- Angry Traders

Expected: Stealing from a trader and getting caught should turn the vendor hostile and cause them to attack the player.

 

 

 

 

 

 

 

 

 

 

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