Monday, 5 June 2017

Task 1A - Game Operating Regions


Pre-Game: The pre-game stage is where the player is making configurations to the game before starting it up and is usually a PC orientated stage. This involves checking the resolution, it can run with your specs etc.

It can also be argued the menu for the game is pre-game to an extent since the game is actually started allowing the player to do an in real task with no loss of game time. The options menu within the start menu can also be argued as being pre-game since you are altering the in game controls before anything has started.

Game start: Game start usually applies to when the game is being loaded and started up, you will usually see the company logos flash up to show who developed, published and was involved in the development of the game. Although this can clash with pre-game as in my opinion this can also be seen as pre-game since there is no actual gameplay.

In-Game: In-game is when the player is playing through the game, this involves cut-scenes, gameplay and anything that is rendered for the player to control and watch.

Post-Game: Post-Game is usually where the game will end, this can involve final cut-scenes, end credits, death scenes etc. This is usually where the player finishes there game, this can also involve ending it manually through the menu options.

Game Play Part
Region
1. Main operating system window
Pre-game
2. Configure pre-game options
Pre-game
3. System home screen
Pre-game
4. Game being played
In game
5. Quitting
Post game
6. Cut scene
In game, game start, post game
7. Main menu
Game start, pre-game
8. Reloading
Game start, in game
9. Credits
Post game
10. End of Game
Post game
11. Development team name & logo
Game start, in-game, post game
12. Save Level Progress
Post game, in-game
13. Loading screen
Game start, in-game
14. In Game options
In game
15. Download maps
In game
16. Menu screen options
Game start


Sunday, 4 June 2017

Task 1B - Game Test Defects

Function Defect: A function defect is when program code is missing or ineffective, this means that the games the capability will be affected or the player’s experience will not be how it should be. An example of this would be if the player tried to hit a trigger on their controller to complete an action in game such as shooting, but if the game doesn’t react then there is a function defect causing the game to not work properly.

Assignment Defect: An assignment defect is when a value within the software is set incorrectly, this can lead to an experience that can either benefit the player or punish them. An example of this would be if in game the player was intended to start of with 10 gold coins but instead received 10,000. This would allow the player to buy equipment without having earned it themselves and may even buy the best equipment that overpowers them at the start.

Checking defect: A missing check defect is when there is a missing check or one improperly defined in the coding. This can punish the user harshly as code is a very vital part of any software, an example of a missing check defect is if the player were to walk on certain flooring in a game and the player falls straight through.

Timing defect: A timing defect is where something in the software doesn’t validate too early or later than it should, this is a minor defect and is more of an annoyance than a bad defect. An example of this would be slow rendering within a game, If a model appears with not texture or very low graphic texture but slowly morphs for the player to clearly see then it is a timing defect.

Build/package/merge defect: A build/package/merge defect is where the software cannot work due to conflicts between two means in the software, an example of this would be trying to use a model in a non-updated version that is supposed to be in an updated version causing the software to conflict with it’s knowledge and turn off or reset.

Algorithm defect: An algorithm defect is where some of the code is faulty causing some algorithms to go haywire and mess up the software, an example of an algorithm defect is if say a player is walking through an area and all the AI will start to act strange such as walking into walls, fighting one another without being provoked etc. 

Documentation defect: A documentation defect is where software has a problem with pre fixed assets in game, an example would be if a player was in a cut-scene and had subtitles on and the subtitles read something completely different to what the character said or the graphics of said content start to mess up and shows that the texture or design is out of place.