COMP 337

Fall 2006

Assignment 10

November 18, 2006

 

GROUP THREE MEMBERS

Martha Hogan

Ryan Garcia

Shawn Bochat

Bryan Adler

Bryant Belarmino

Allison Henderson

David Diano

 

TEST PLAN DOCUMENT

 

Game Name:  Star Sifter

Copyright (c) 2006 Madler Media

 

Table of Contents

SECTION I:        QA TEAM (and areas of responsibility)

SECTION II:       TESTING PROCEDURES

SECTION III:      HOW TESTING REQUIREMENTS ARE GENERATED

SECTION IV:      BUG TRACKING SOFTWARE

SECTION V:       BUG CLASSIFICATIONS

SECTION VI:      BUG TRACKING

SECTION VII:     SCHEDULING AND LOADING

SECTION VIII:    EQUIPMENT BUDGET AND COSTS

 

SECTION I:   QA TEAM (and areas of responsibility)

a.  QA Lead:  David Diano

i.   Office phone:  (800) 555-2839

ii.   Home phone:  (805) 555-2099

iii.  Cell phone:  (805) 555-1093

iv.  E-mail:  david.diano751@dolphin.csuci.edu

 

b.  Internal Testers

The internal testers will quickly go through the game making sure there are no major bugs that cause the game to crash throughout the development.  These bugs are documented and given to the lead programmer who will fix them as soon as possible.  They will also be in charge of going through the bugs that the external testers find and verify or fix them depending on the severity of them.  The following internal testers will be used (at least one person must have programming skills):

  • David Diano (Lead tester)
  • Wayne Chu (Programmer & Tester)
  • Bryan Adler (Designer & Tester)

 

c. External Testers

External testers are the ones that will go through the game with a fine-toothed comb and pick out all the minor bugs.  Any detail that they think violates the consistency of the game or breaks the sense of immersion will be documented.  They are also responsible for the major bugs that the internal testers did not catch.  The team is:

  • Keith Hite
  • Steve Clayton
  • Rob Thornton
  • Lee Dillion
  • Lucy Adler
  • Ethan Adler

 

SECTION II:   TESTING PROCEDURES

a. General Approach     

i. Basic Responsibilities of Test Team

1. Bugs (e.g. critical, severe, moderate, minor)

a.   Detect them as soon as possible after they enter the build.  Our configuration management/source control system will automatically generate web-based reports when changes are checked into the code base.  The test team will monitor these reports on a periodic basis to determine areas where substantial change has occurred, and will focus more attention to these areas.  Also, bugs that are marked "resolved" by the development team will typically be verified by the test team within one week.  This process, along with our daily regression tests, will facilitate quick detection of other bugs that may have been introduced inadvertently when fixing a bug.   

b.   Research them.  A bug is analyzed by the development team when it is found.  During this bug analysis, the cause of the bug is determined, it is assigned to someone to fix, and a preliminary solution may be proposed.  The cause of the bug is categorized as either a result of incomplete or incorrect requirements, faulty design, a coding error, documentation error, or other reason. 

c.   Communicate them to the dev team.  When a new bug is logged into the system, email notification is automatically sent to relevant team members.  The bug component is specified when the bug is created, and this component often dictates which team will be assigned the bug.  For example, if the bug component is "UI" then email notification is automatically sent to the UI development team; if the bug component is "Art" then the email notification is automatically sent to the Art team, etc.

d.   Help get them resolved.  The development team will request help from other teams as required.  Depending on the nature of the bug, the development team may require assistance from the test team to reproduce the bug or help in unit testing a fix.    

e.   Track Them.  Bugs can be easily tracked via the weekly bug report that is available on the project intranet, where it can be viewed by all team members.  This report will contain a summary of new bugs, resolved bugs, and verified bugs in the past week, and a detailed listing of all outstanding bugs which can be sorted by various criteria (name, component, severity, priority, assigned to, etc).

2.   Maintain the Daily Build

A build of the entire project will be run nightly at 2:00am, and an automated report will be generated and posted on the project intranet.   If the build fails, email notification will be automatically sent to the team.  A broken build is given the highest priority and must be fixed at once.  Automatic regression tests will also be run on the nightly build, and new bugs will be logged for test cases that fail.  

3.   Levels of Communication

Team members communicate in the following different ways: 

a.   Conversation:  Informal conversation between two or more team members.  Notes on conversations may be kept, as necessary

b.   ICQ:  Instant messaging is often how team members informally communicate throughout the work day, especially if they are not physically located near each other.  Instant messaging conversations may be logged or printed, as necessary.

c.   E-Mail to Individual:  Email is typically used for day-to-day communication when the subject is more than a quick question or comment suitable for instant messaging.

d.   E-Mail to Group:  Email is automatically sent to appropriate email groups by the automated build system, configuration management system, and bug tracking system.  Group email aliases are also available to the project team for easily sending email to a selected group of team members.  

e.   Daily Top Bugs List:  The producer, QA Lead, and Tech Lead generate a daily top bug list when urgent bugs or tasks are identified.  This list is emailed to the relevant team members.

f.   Stats/Info Dump Area on DevSite:  The project web site contains all pertinent project documentation, including statistics on bug trends, bug summaries, and detailed bug reports.

g.   Formal Entry into Bug Tracking System:  Bugs are formally entered into the bug tracking system when a bug is found in the controlled source code.

 

b. Daily Activities   

i. The Build

1.   Generate a nightly build.  "Ant" will be used as our build tool, both by the development team and as the nightly build system.  The test team is responsible for installation and configuration of the nightly build.

2.   Run the nightly regression tests, as described in “Daily Tests” below.  After each nightly build is complete, automatic regression tests will be run.  The test team will assign new bugs for test cases that fail. 

3.   If everything is OK, post the build so everyone can get it.  Completed nightly builds are saved in shared location accessible to the project team.  The build web page that contains status on the nightly build will also contain a link to the completed build. 

4.   If there’s a problem, send an e-mail message to the entire dev team that the new build cannot be copied, and contact whichever developers can fix the problem.  If the automatic nightly build fails, email notification will be automatically sent to the entire team.  A broken build is given the highest priority and must be fixed at once.

5.   Decide whether a new build needs to be run that day.  Since a broken build is given the highest priority, it is expected that broken nightly builds will be fixed ASAP, but no later than 11:00am that day. If a broken nightly build is fixed before 7:00pm, generally the build will be re-run as soon as it is fixed.  Otherwise, if the build is not fixed before 7:00pm, generally the next build to run will be the scheduled nightly build at 2:00am.  This practice may be altered on a case-by-case basis if requested by the producer or any team lead.  For example, if it's 7:45pm and the Tech Lead says we must re-run the build because some developers are waiting for it, then normally it will be done. 

 

ii. Daily Tests

1.   Run through a predetermined set of single-player levels, performing a specified set of activities

a.  Run through of Lumic Mission

i  Test weapons and check inventory functioinality

ii.   Test map functionality and navigation

iii.  Test effectiveness of diplomacy on A.I.

iv.  Run an automated script that reports the results of the various tests and post them in the QA portion of the STAR SIFTER internal Web site

b.  Run through of Oren Mission

i Test weapons and check inventory functioinality

ii.   Test map functionality and navigation

iii.  Test effectiveness of diplomacy on A.I.

iv.  Run an automated script that reports the results of the various tests and post them in the QA portion of the STAR SIFTER internal Web site

c.  Run through of Paphi Malip Mission

i.  Test weapons and check inventory functioinality

ii.   Test map functionality and navigation

iii.  Test effectiveness of diplomacy on A.I.

iv.  Run an automated script that reports the results of the various tests and post them in the QA portion of the STAR SIFTER internal Web site

2.   Run through a predetermined set of multiplayer levels, performing a specified set of activities

a.  Run through multiplayer level "Who's your friend"

i Test weapons and check inventory

ii.  Test map functionality and navigation

iii.  Check hide-outs and  hidden item locations

iv.  Each tester involved in the multiplayer game to run an automated script that reports the results of the various test and posts them in the QA portion of the STAR SIFTER internal Web site

b.  Run through multiplayer level "Entropy and Activity"

i.  Test weapons and check inventory

ii.  Test map functionality and navigation

iii.  Check hide outs and  hidden item locations

iv.  Each tester involved in the multiplayer game to run an automated script that reports the results of the various test and posts them in the QA portion of the STAR SIFTER internal Web site

c.  Run through multiplayer level "The small bang"

i Test weapons and check inventory

ii.  Test map functionality and navigation

iii.  Check hide outs and  hidden item locations

iv.  Each tester involved in the multiplayer game to run an automated script that reports the results of the various test and posts them in the QA portion of the STAR SIFTER internal Web site

3.   E-mail showstopper crashes or critical errors to the entire team

4.   Post showstopper crashes or critical errors to the daily top bugs list

 

c. Daily Reports   

The automated report of the preceding daily test has been posted to the QA portion of the STAR SIFTER project internal web site.

 

d. Weekly Activities

i. Weekly tests

1.   Run through every level in the game performing a specified set of activities and generating a predetermined set of tracking statistics.

a.  Test Lumic Storyline

iMission #1: You Light Up My Life

(1)   Test completion flag

(2)   Check reward flag

(3)   Check diplomacy card update flag

ii)  Mission #2: I’m A Rock

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iii)   Mission #3: I’m an Island

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iv)  Mission #4: Entropy and Activity

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

v)    Mission #5: Whisper of the Primary One

(1)  Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vi)   Mission #6: When Pirates go Bad

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vii)  Mission #7: The Small Bang

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

viii) Mission #8: A Star Sifter is Born

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

b.  Test Oren Storyline

i)   Mission #1: 01010011000111

(1)   Test completion flag

(2)   Check reward flag

(3)   Check diplomacy card update flag

ii)  Mission #2: We come in Piece

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iii)  Mission #3: Hunt for the Super-Matrix

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iv)  Mission #4: Snared in the Neural Net

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

v)   Mission #5: Who’s Your Friend

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vi)   Mission #6: Turing Test

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vii)  Mission #7: The First One is Always Free

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

viii)  Mission #8: Binary-Faced Toasters

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

ix)   Mission #9: Fast Food

(1)   Test completion flag

(2)   Test reward flag

(3)  Test diplomacy card update flag

x)   Mission #10: The 4th law of Robotics

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

c.  Test Paphi Malip Storyline

i  Mission #1: Photo-synthetic

(1)   Test completion flag

(2)   Check reward flag

(3)   Check diplomacy card update flag

ii)   Mission #2: Shoots and Latters

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iii)  Mission #3: The Bad Seeds

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iv)  Mission #4: Getting to the Root of the Problem

(1)   Test completion flag

(2)   Test reward flag

(3)  Test diplomacy card update flag

v)   Mission #5: Make Like a Tree and Leave

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vi)  Mission #6: When Pirates go Good

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vii)  Mission #7: Stalking the Truth

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

viii) Mission #8: Roar of the Primary One

(1)  Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

ix)  Mission #9: Oh, Captain my Captain

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

x)   Mission #10: Self Fulfilling Prophecy

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

d.    Test Endgame Storyline

i)      Mission #1: Between a Rock and a Plant

(1)   Test completion flag

(2)  Check reward flag

(3)   Check diplomacy card update flag

ii)      Mission #2: Light at the End of the Wormhole

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iii)    Mission #3: Pirates of the Constellation

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

iv)   Mission #4: Why Can’t We Just All Get Along

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

v)     Mission #5: There’s a Hole in the Bottom of Space

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

vi)    Mission #6: The Master Plan

(1)   Test completion flag

(2)   Test reward flag

(3)  Test diplomacy card update flag

vii)  Mission #7: This Island, Earth

(1)   Test completion flag

(2)   Test reward flag

(3)   Test diplomacy card update flag

2.    Weekly Review of Bugs in the Bug Tracking System

a.    Verify that bugs marked “resolved” by the development team really are fixed.  This is the responsibility of the test team.  A designated tester is responsible for verifying each bug marked as “resolved”, at which time the bug state will be changed from “resolved” to “verified”.  The QA Lead is responsible for reviewing and managing this process.

b.   Check the appropriateness of bug rankings relative to where the project is in development.  The bug rankings are marked as follows:

Critical – Must be fixed before development can continue.

Important – Must be fixed before moving to next part.

Watch – Bug occurs because a dependant part of code has yet to be developed.

c.     Acquire a “feel” for the current state of the game, which can be communicated in discussions to the producer and department heads.  The most important questions are:

                                                               i.      Is it fun?

                                                             ii.      How deep is the immersion factor?

                                                            iii.      Is there a sense of freedom and exploration?

                                                           iv.      Is combat too:

Easy?

Hard?

Repetitious?

                                                             v.      Is the frequency of random encounters too high?

                                                           vi.      Are combat and diplomacy balanced?

                                                          vii.      Is the trading system too easy or difficult?

                                                        viii.      Are the mission objectives varied enough?

                                                           ix.      Do the plot points conflict with each other when done in random order?

                                                             x.      Is there too much or little time between cut-scenes and story advancement?

d.      A bug report will be generated on a weekly basis and available on the project intranet, where it can be viewed by all team members.  This report will contain:

§         A summary of new bugs, resolved bugs, and verified bugs in the past week,

§         A detailed listing of all outstanding bugs which can be sorted by various criteria (name, component, severity, priority, assigned to, etc).   

ii. Weekly Reports

1.   Tracking statistics, as generated in the weekly tests above

a.   Testing by completing all finished missions in random orders

i)      Mission Status Report

ii)   Completion Flag Report

iii)    Reward Flag Report

iv)  Diplomacy Card Flag Report

 

 e. Ad Hoc Testing  

i.    Perform specialized tests as requested by the producer, tech lead, or other development team members

The lead tester will be in charge of handling all tests requested by the development members.  They will be prioritized by how much it impacts the game regardless of how long it takes to produce results.  There will be several requested tests throughout the development of the game so each one will be documented so that team members can refer to them if they need to reference why a change has been implemented.

ii.  Determine the appropriate level of communication to report the results of those tests

All test results will be handed or emailed to the producer in the form of a report with graphs and charts to aid in making a quick decision.  If an important decision needs to be made, a full presentation will be given in order to present how all the data was collected and the meaning of that data.

 

f. Integration of Reports from External Test Groups

i.   If at all possible, ensure that all test groups are using the same bug tracking system

External test groups will use either Debian (http://www.debian.org/) or the Distributed Defect Tracking System (DDTS) for bug reporting. 

ii.  Determine which group is responsible for maintaining the master list

The Producer will hold the master bug list and a final report each week will be sent directly to him/her.  Additional copies can be accessed upon request for review.

iii.  Determine how frequently to reconcile bug lists against each other

Bug lists will be collected and reviewed every Monday. The following Wednesday will have another bug list created to show new bugs and those still pending resolution.

iv.  Ensure that only one consolidated set of bugs is reported to the development team

The Producer has final say over the bug list. After the Wednesday report, no alterations can be made to the document until the next week's bug report unless approved by the Producer.

 

g. Focus Testing (if applicable)

Delivering the game for mobile phones will probably be the toughest obstacle this team will face.  The screen is smaller and there are many constraints with memory, processor speed, and graphics quality.  Therefore, this team believes that an important resource to test is cell phone users to see what they think will make this a popular game that everyone will want.  The marketing team can then push cell phone carriers to include this game in all of their new phones increasing the scope of our audience.

i. Recruitment methods

·         Advertising at mobile phone stores/kiosks

·         Bulletins on our website

·         Viral marketing

 

ii. Testing location

It should be important to have the testing done close to the development team so that changes can be implemented quickly and then tested again.

 

iii. Who observes them?

At one point or another, the whole team should take a minute or two to observe our cell phone testers.  Programmers should make sure that there are no major crashes on the mobile platform and that the interface is intuitive for all users.  The art  department should definitely pay attention to how their art looks on the smaller screen. Minor adjustments might have to be made if something looks completely different on a cell phone.  While these are quick fixes, it is still important that everyone try to get feedback from the testers.

 

iv. How is their feedback recorded?

Feedback will be recorded with interviews and questionnaires.  Each tester will be interviewed before the testing process and then asked to fill out a questionnaire on their experience playing the game on a mobile phone.  All the data recorded will be given to the producer who will decide any important changes to the game.

 

h. Compatibility Testing

i. Selection of external vendor

DinoGamz, an independent third party tester, will run the game against the following platforms: PC, Apple, Playstation 3, Xbox 360 and Nintendo's Wii. This will ensure that the game is free of bugs that can conflict with each of the different systems.

ii. Evaluation of results

Results will be collected weekly, and released on Monday to be evaluated by programmers to ensure that progress is being made in debugging the software. Another group will be formed to follow up the Wednesday after the report to ensure that each item has been addressed before the next round of testing begins on Friday.

iii. Method of integrating filtered results into bug tracking system

Debug.txt will be released pending Wednesday's results. Fixed bugs and unresolved bugs will be clearly identified and flagged in the system. Bugs that have been flagged repeatedly for twp consecutive weeks will be given top priority on Thursday before testing resumes again on Friday.

SECTION III:  HOW TESTING REQUIREMENTS ARE GENERATED

a.    Some requirements are generated by this plan

Testing will be integral to the development process.  Initial testing for a component or function will be done once it is checked into source control.  After code freeze, formal integration testing will be done on the entire system.   During this test phase, problem areas will be identified, and these areas will receive more focus during subsequent tests.  Rigorous testing will be performed on the “problem” sections with only moderate testing on the remaining portions of the game.  However, if it is discovered that the game possesses relatively few critical/severe bugs or mainly those of the moderate to minor category, a moderate amount of testing will be performed on all sections.

b.    Requirements can also be generated during project meetings, or other formal meetings held to review current priorities

Although testing of the game usually follows the requirements which have been generated through initial testing, this is often modified.  Team members can decide that “new” portions of the game which have been recently completed should be given the highest priority for testing.  In addition, a priority may be placed on determining the specific “in-game” action which caused an error/bug to occur.  Furthermore, team members may agree to give certain areas a higher priority due to upcoming deadlines.

c.    Requirements can also result from changes in a bug’s status within the bug tracking system

When a new bug is added or an existing bug's status changed in the bug tracking system, testing requirements are also updated.  For example, further testing is often necessary for bugs with a high priority.  If bugs which exist in a certain area of the game are changed to high priority, the testing requirements must be altered to reflect this.  Conversely, if the priority is lowered for the bugs present in a portion of the game, testing is no longer immediately necessary.  Additionally, changes to a bug's status such as “Need More info” and/or “Can’t Duplicate” which can be present in the description of a bug may require the testers to provide verification that it is actually “fixed” or determine the cause.

d.    Some requirements are generated when a developer wants QA to check a certain portion of the game

The testers may need to “re-test” a certain portion of the game which has been “fixed”.  The change in testing requirements will depend on the severity of the bug which has been “fixed” (moderate testing will be needed in most cases).  Portions which have been added after the initial test of the game will also require more testing before it can be released.

 

SECTION IV:   BUG TRACKING SOFTWARE   

a.    Package name

The Distributed Defect Tracking System (DDTS) from IBM (formerly Rational Software) will be used for bug tracking.

b.    How many seats will be needed for the project

15 seats will be purchased initially, with the option to purchase another 15 next year.

c.    Access Instructions

DDTS has a web-based interface.  The URL will be provided to the team once it's installed at our site.   DDTS also has a command-line interface which will also be available to all team members.

d.    “How to report a bug” instructions for using the system

  1. Launch DDTS either via the command line interface or web interface.
  2. Select 'Create New Bug' ("C" from command line tool) to create a new bug. 
  3. A unique bug ID will be automatically assigned by the system.
  4. Select the System name ("Star Sifter").
  5. Select the Component.  The list of components for the selected system will be available from the tool, but this list is expected to grow over time.  Initially, the Star Sifter system will
    consist of the following bug-tracking components: UI, engine, level design,
    documentation, video, sound, and art.
  6. Enter the severity: Critical, Severe, Moderate, Minor, or Enhancement
  7. Enter the priority:  High, Medium, Low, or Deferred
  8. Enter a detailed description.  Attach logs, screen dumps, or additional diagnostic files if necessary.
  9. Enter the bug creator.  (This will default to your user ID.)
  10. The bug state will default to "N" (new).

 

SECTION V:  BUG CLASSIFICATIONS 

Bugs will be classified according to their severity and priority.  Often, these two fields are related, but not necessarily so.  

Severity states are:  

  • Critical - A Critical bug results in a system that is completely unusable.  Critical bugs must be fixed immediately.
  • Severe - A Severe bug hinders the overall stability, functionality, or production of the system. 
  • Moderate - Moderate bugs result in loss of functionality to a component, but generally do not adversely impact the overall functionality or usability of the entire system. 
  • Minor - Minor bugs result in an annoyance, inconvenience, cosmetic glitch, or minor disruption to a component.
  • Enhancement - Enhancements are not bugs, but are new functionality generally slated for a future release.

Priority states are: 

  • High - High priority bugs must be analyzed within 10 working days, with an expected resolution date provided at that time. 
  • Medium - Medium priority bugs must be analyzed within 20 working days, with an expected resolution date provided at that time. 
  • Low - Low priority bugs must be analyzed within 30 working days, with an expected resolution date provided at that time. 
  • Deferred - Deferred bugs will be resolved at a later date or future release.

  

SECTION VI:  BUG TRACKING   

a.    Who classifies the bug?

An attempt to classify the bug severity and priority is made by the person who created the bug.  Once a bug is created, email is sent to the manager and team working on the specific component.  The manager and team members then have the option of reclassifying the severity or priority.

Anyone on the team has the ability to modify any bug field, including the severity and priority.  If a team member wants to down-grade a bug (say from moderate to minor), then a courtesy email asking for endorsement of the change should be sent to the person who initially classified the bug.  Generally, disagreements regarding bug severity or priority can be resolved this way.  If the two people are unable to reach agreement, then the matter should be brought up at the next weekly bug-scrub meeting attended by the producer and representatives from each component team.

b.    Who assigns the bug?

As mentioned earlier, anyone on the team has the ability to modify any bug field, including the "assigned to" field.  If a team member has not already assigned the bug to himself or herself, the manager can assign the bug to an appropriate team member. 

c.    What happens when the bug is fixed?

When the "assigned to" person resolves a bug, he/she changes the bug state to "R" (resolved).  At this time the test team is notified via email to verify the fix.

d.    What happens when the fix is verified?

When a tester verifies the fix, he/she changes the bug state to "V" (verified).  At this point the bug is considered completely resolved.

 

SECTION VII:   SCHEDULING AND LOADING

a.    Rotation Plan

There will be three categories of testers necessary for the project (e.g. “initial testers”, “main testers”, and “new testers”).  The “initial testers”, which will only be used in this phase of development, will begin the testing by isolating all problem areas which are present throughout the game.  The “main testers” will remain as testers for the duration of game-testing phase and thus become familiar with the game and its problems.  “New testers” will be brought on and off every two weeks during the main and re-testing phases of development. It is hoped that these tester will give different perspectives on existing problems and expose other game flaws which may have been missed.

b.    Loading Plan

The “initial testers” will consist of two initial game testers and all of the “main” game testers.  Five “main testers” will be necessary for this project.  A group of five “new testers” should be added after the after completion of the initial testing phase.  The final-testing phase of the game can be completed entirely by the “main” game testers since most bugs should be resolved at this point in testing.  If new bugs are discovered, they must be fixed and the game returned to the re-testing phase.

Phases and number of testers needed:

  • Initial-testing phase:  7
  • Main-testing phase: 10
  • Re-testing phase:    10
  • Final-testing phase  : 5

 

SECTION VIII:  EQUIPMENT BUDGET AND COSTS

a. QA Team Personnel with Hardware and Software Toolset

i. Team member #1 - David Diano

1.  Hardware

a.  Testing PC – Dell XPS 700

1.  Specs:

Intel Core 2 Extreme processor x6800 (2.93GHz)

Microsoft Windows XP

2GB Dual Channel DDR2 SDRAM at 667MHz

640GB Performance RAID 0 (2 x 320GB SATA 3Gb/s 7200 RPM HDDs)

16x DVD-ROM Drive + 16x DVD+/-RW w/ dbl layer write capable

20 UltraSharp 2007FPW Widescreen Digital Flat Panel

Dual 256MB nVidia GeForce 7900 GS

Sound Blaster X-Fi XtremeMusic (D) Sound Card

b.  Console Debug Kit  (Shared) – Xbox 360

1.   2 Wireless Controllers

2.  USB Keyboard & Mouse

c.  Console Debug Kit (Shared) – PlayStation 3

1.  2 Wireless Sixaxis Controllers

 2.  USB Keyboard & Mouse

d.  Console Debug Kit (Shared) – Nintendo Wii

1.  2 Wii-motes with nunchuck attachments

2.  Software Tools Needed

a.  Bug tracking software – Debian and DDTS

b.  Communication software for email, IM, voice/video conferencing

ii. Team member #2 -  Wayne Chu

1. Hardware

a.  Testing PC – Dell XPS 700

1.  Specs:

Intel Core 2 Extreme processor x6800 (2.93GHz)

Microsoft Windows XP

2GB Dual Channel DDR2 SDRAM at 667MHz

640GB Performance RAID 0 (2 x 320GB SATA 3Gb/s 7200 RPM HDDs)

16x DVD-ROM Drive + 16x DVD+/-RW w/ dbl layer write capable

20 UltraSharp 2007FPW Widescreen Digital Flat Panel

Dual 256MB nVidia GeForce 7900 GS

Sound Blaster X-Fi XtremeMusic (D) Sound Card

b.  Console Debug Kit (Shared) – Xbox 360

1.   2 Wireless Controllers

2.  USB Keyboard & Mouse

c.  Console Debug Kit  (Shared) – PlayStation 3

1.  2 Wireless Sixaxis Controllers

2.  USB Keyboard & Mouse

d.  Console Debug Kit  (Shared) – Nintendo Wii

1.  2 Wii-motes with nunchuck attachments

2.  Software Tools Needed

a.   Bug tracking software - Debian

b.   Communication software for email, IM, voice/video conferencing

b. Equipment Acquisition Schedule and Costs

  • PC’s

Acquisition timeframe:  Q406

Cost:  $3500

  • Xbox 360 Development Kit (Console, Software, etc.)

Acquisition timeframe:  Q406

Cost:  $10,000

  • PlayStation 3 Development Kit (Console, Software, etc.)

Acquisition timeframe:  Q406

Cost:  $30,000 to $50,000

  • Nintendo Wii Development Kit (Console, Software,  etc.)

Acquisition timeframe:  Q406

Cost:  $1700