Summative Testing Camela Amalakuamar
Final Test Feature Expected Outcome Chest The chest should open and close when the mouse clicks on it. An opening and closing sound should play in sync with the animation. The chest should not repeat itself if the mouse is constantly clicking on it. Pathways Pathways should have material added with a width of 5. Pathways should not be seen through objects.
Observed Outcome The chest opens and closes when the mouse clicks on it. The sound play in sync. The chest performs how it is expected.
Pathways perform how they are expected to perform. The material is there and width is 5. Attack Play should be able to Player is able to give give damage to an damage to an enemy enemy pig. pig. Health Bar The health bar should The health bar goes go down when taking down when taking damage from an damage. Enemy enemy pig. Vise versa health bar goes down when giving them damage. Enemy Enemy should have Enemies have animation and able to animation and pigs give damage. give damage. Object Animation Selective objects Animations are should have performing as animation on loop or expected. ‘play once’ if applied. Sounds Sound should play as As soon as the player the player triggers collides with the
Pass/Fail Pass
Pass
Pass Pass
Pass Pass
Pass
Trees
Wind TV
Object Positioning
Character
Object Collide Mountain
Sky Water Particle
Audio
them around the map. Trees should have animation of them in real time moving side to side. They should also have shadows and have box colliders attached. Wind should move trees side to side. TV Should loop and the audio should loop. Audio should have a range that stops the player from hearing the audio once they are out of range. Objects should not be floating and positioned as planned. Character should be first person and be able to walk fast, with extra height jump. Objects should have a collider IF assigned. Mountain should be able to be tackled. You should be able to walk up the mountain to the top where the shrine is. The sky should be red and look like the inside of a ‘brain’ Water should have reflections and not be underground. Particle should be flowing and not lagging. They should be on loop. Audio clips attached to objects should be on loop with a range checker that stops
trigger, the sound is set off. Unable to walk through trees. They have shadows and real time animation.
Pass
Wind is working.
Pass
Audio and TV are on loop and player is unable to hear the audio once out of range.
Pass
Objects are on the ground and not floating.
Pass
Player able to move around freely with extra height jump and walks faster than default. Objects with colliders work. Player able to get to the top of the mountain with the use of steps.
Pass
The sky has a brain material attached and flows. Water has reflections and is moving.
Pass
Particles are clear and on loop.
Pass
The audios are on loop and the range distance works.
Pass
Pass Pass
Pass
the player from hearing the sound when out of range.