Floor 1
| Test Number | Test | Test Procedure | Test Result | Comments |
| 1 | Test Start-up Logs | Test the logs display correctly and are activated correctly by the trigger volumes | Failed | The logs displayed twice each time they were used, I changed the log properties so that it no longer wrote the comments to the screen, this worked when I re-tested and passed |
| 2 | Test Light Toggles 1 | Test Lights toggles at the Start of the game in the player start Room | Passed | Lights were toggled using a trigger volume and a toggle action |
| 3 | Test the Floor Switch Animation | Test the matinee on the floor switch that is used to open the first door | Failed | Matinee was not set to reverse when completed sand the test was re-done after this change was done and passed |
| 4 | Test Floor Switch Trigger volume 1 | Test the trigger volume for the switch that is used to activate the door opening at the beginning of the game | Passed | The trigger worked successfully, however initially I set the delay as 15 seconds before the doors closed. This was too long and so I changed it to 11 seconds to make it a bit more challenging |
| 5 | Test Door 1 Animation | Test the matinee on the doors that are activated by the trigger switch 1 | Passed | The doors closed correctly after the right amount of time, there were no glitches with the doors collisions and they blocked access through them when they were closed again |
| 6 | Test Lift 1 | Test the timing and movement of the lift | Passed | The lift had a delay to start before it moved which was successful. Also the lift movement was corrects and the triggers worked well |
| 7 | Test lights toggle 2 | Test the light toggles using trigger volumes in the first lift | Passed | When the triggers are touched, the corresponding light switches on and when the trigger volume is untouched the light goes back off |
Floor 2
| Test Number | Test | Test Procedure | Test Result | Comments |
| 1 | Test Pickup animation | Test animation effects of the pickup for the maze door 1 | Passed | The animation worked correctly and also so did the Destroy function work when the player touched the trigger volume |
| 2 | Test Maze Door 1 Animation | Test the door slides into place correctly and check all of the collisions | Failed | The door had no collision on it both before and after the animation so I needed to change the static mesh options and add in a collision type |
| 3 | Test trigger switch 1 | Test the trigger for the 2nd maze door works correctly | Passed | The trigger worked correctly and also the logs that are linked in with the activation of the trigger were displayed correctly |
| 4 | Test trigger switch 2 | Test the trigger for the 3rd maze door works correctly | Passed | The trigger worked correctly and also the logs that are linked in with the activation of the trigger were displayed correctly |
| 5 | Test Trigger switch 3 | Test the trigger for the 4th maze door works correctly | Passed | The trigger worked correctly and also the logs that are linked in with the activation of the trigger were displayed correctly |
| 6 | Test Maze Door 2 Animation | Test the door slides into place correctly and check all of the collisions | Passed | Doors worked correctly and there were no glitches with blocking volumes etc |
| 7 | Test Maze Door 3 Animation | Test the door slides into place correctly and check all of the collisions | Passed | Doors worked correctly and there were no glitches with blocking volumes etc |
| 8 | Test Maze Door 4 Animation | Test the door slides into place correctly and check all of the collisions | Passed | Doors worked correctly and there were no glitches with blocking volumes etc |
| 9 | Test Lift 2 | Test the timing and movement of the lift | Failed | This lift was required to go up to the top, wait shortly and then fall down to the bottom of the lift, however the blocking volumes were wrong and often I would fall though the lift at different areas of the lift. If fixed the lift by adding in some blocking volumes so that the player will not stand too close to the doors, therefore the test passed once I made the changes |
| 10 | Test Lights Toggle 3 | Test the light toggles using trigger volumes in the second lift | Passed | When the triggers are touched, the corresponding light switches on and when the trigger volume is untouched the light goes back off. There are also warning lights that toggle of in the same manor when the top of the lift is reached |
Floor 3
| Test Number | Test | Test Procedure | Test Result | Comments |
| 1 | Test Logs | Test the logs just outside the exit door of lift 2 | Passed | Log displayed correctly |
| 2 | Test teleport 1 | Test that the trigger for teleport in the hole of floor 3 works correctly | Failed | Although the teleport work correctly, there was a problem that the player would lose 6 health points every time they teleported. After some looking at I could see that the reason the health was being taken away is because the falling speed of the player remained the same as when they were falling down the hole, and therefore when they came through the teleport, they hit the floor at the higher falling speed and the player took damage. Therefore I moved the trigger volume up higher so that the player did not fall as far before being teleported back. The test passed after this change was made |
| 3 | Test moving Platform | Test all of the moving platforms | Passed | The platforms all moved correctly, I did need to move the platforms about a bit to match them up how I wanted, but there was no technical faults (Note: This test has been done on all of my Floor 3 moving platforms.) |
| 4 | Test Trigger switch 4 | Test the trigger for the final door | Passed | This door slides up and away from the hole in the wall allowing the player to go through |
| 5 | Test Teleport 2 | Test the teleport that returns the player to the start of the platforms when they have hit the switch | Passed | The teleport worked correctly and took the player to the right place |
| 6 | Test Light Toggle 4 | Test the first light toggles using trigger volumes in the last corridor | Passed | The lights toggle on, off and on again in quick succession |
| 7 | Test Wall push animation | Test the matinee for the 3 wall pushers | Passed | The pushers are set to start from the trigger that opens the door, they all have different delays to start so that they all move at different times |
| 8 | Test Light Toggle 5 | Test the second light toggles using trigger volumes in the last corridor | Passed | The light came on correctly |
| 9 | Test Moving Platform | Test the first moving platform in the last corridor | Passed | Timing needed to be adjusted but otherwise it worked how expected |
| 10 | Test Light Toggle 6 | Test the third light toggles using trigger volumes in the last corridor | Passed | The light came on correctly |
| 11 | Test Moving Platform | Test the last 2 moving platforms that join together in the middle | Failed | The platform didn’t connect properly and the collisions were wrong, also timing needed to be adjusted |
| 12 | Test Lift 3 | Test the final lift in the last corridor | Passed | The lift goes up to the gap in the wall and the game is over, no problems with the lift |
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