Conversation
Rename to differentiate between minigame use cases and the overworld frontend minigame spot
The test case gets split up into one for a configurated minigame and one for a minigame spot without a configurated backend.
Test case split up to one for an active barrier and one for an inactive one.
|
i commited the HUD tests, so i changed the comment again. But we should be sure that there are no more test plans needed before merging |
Gr33ndev
left a comment
There was a problem hiding this comment.
All test plans lgtm, I also tested them on my laptop.
Tested on: MacBook Pro 2020 m1 13" - macOS Monterey 12.5 - Firefox 103.0.2 (64-Bit) - Testdeploy Server
U.area.1 -> works
U.area.2 -> not checked
U.barrier.1 -> works
U.barrier.2 -> you can walk to area 2 even when the barrier is set because of the updated hitboxes
U.barrier.3 -> works but same as U.barrier.2
U.dungeon.1 -> works
U.hud.1 -> works
U.hud.2 -> works
U.hud.3 -> minimap zoom works as intended - overworld zoom level 1 and 2 is identical for me, level 3 zooms far out
U.hud.4 -> works
U.hud.5 -> works
U.minigame.1 -> minigamespot isn't blue - everything else works
U.minigame.2 -> works
U.minigame.3 -> works
U.minigame.4 -> works
U.object.1 -> not checked
delvh
left a comment
There was a problem hiding this comment.
I'll leave the formalities of complying with the template again up to you.
| @@ -0,0 +1,35 @@ | |||
| # Name: Area colliders | |||
There was a problem hiding this comment.
Should probably be split up into separate testplans per area,
maybe even with this testplan being refactored into a summary of the other testplans.
dev-manuals/test-plans/overworld-frontend/plans/area-colliders.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/minigame-spot-not-configurated.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/barrier-active-player-not-unlocked.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/barrier-active-world-not-active.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/pause-menu-function.md
Outdated
Show resolved
Hide resolved
| 8. The tester zooms out the game with the keybind and checks if the minimap also zoomed out | ||
| 9. The tester zooms in the game with the keybind and checks if the minimap also zoomed in |
There was a problem hiding this comment.
Isn't that already in another test plan?
There was a problem hiding this comment.
yes, but rather be safe then sorry no?
There was a problem hiding this comment.
Why test it twice?
Doesn't that only waste time?
There was a problem hiding this comment.
Especially if we test for multiple OSs?
| 1. The tester checks if the Player head is always in the middle of the minimap by walking around | ||
| 2. The tester zooms in the minimap with the keybind | ||
| 3. The tester zooms out the minimap with the keybind | ||
| 4. The tester zooms in the minimap with the button | ||
| 5. The tester zooms out the minimap with the button | ||
| 6. The tester checks if there are always 4 zoom levels | ||
| 7. The tester walks around and checks if the minimap displays npc heads and area symbols | ||
| 8. The tester zooms out the game with the keybind and checks if the minimap also zoomed out | ||
| 9. The tester zooms in the game with the keybind and checks if the minimap also zoomed in | ||
| 10. The tester walks around with different zoom levels and checks the minimap if everything is displayed correctly | ||
|
|
||
| ## Alternative procedures | ||
|
|
||
| N/A |
There was a problem hiding this comment.
| 1. The tester checks if the Player head is always in the middle of the minimap by walking around | |
| 2. The tester zooms in the minimap with the keybind | |
| 3. The tester zooms out the minimap with the keybind | |
| 4. The tester zooms in the minimap with the button | |
| 5. The tester zooms out the minimap with the button | |
| 6. The tester checks if there are always 4 zoom levels | |
| 7. The tester walks around and checks if the minimap displays npc heads and area symbols | |
| 8. The tester zooms out the game with the keybind and checks if the minimap also zoomed out | |
| 9. The tester zooms in the game with the keybind and checks if the minimap also zoomed in | |
| 10. The tester walks around with different zoom levels and checks the minimap if everything is displayed correctly | |
| ## Alternative procedures | |
| N/A | |
| 1. Check that the Player head is always in the middle of the minimap when walking around | |
| 2. Zoom in the minimap with the shortcut | |
| 3. Zoom out the minimap with the shortcut | |
| 4. Check that there is a finite and constant amount of zoom levels | |
| 5. Walk around and check if the minimap displays NPC heads and area symbols | |
| 6. Walk around with different zoom levels and check on the minimap if everything is displayed correctly and no world borders are visible | |
| ## Alternative procedures | |
| 2.1. zoom in using the button \ | |
| 3.1. zoom out using the button |
dev-manuals/test-plans/overworld-frontend/plans/minigame-spot-not-configurated.md
Outdated
Show resolved
Hide resolved
| @@ -0,0 +1,39 @@ | |||
| # Name: Minigame spot configured and not done | |||
Copied your test results into the execution log. Next time, please do it yourself. |
|
(Google only displays it like that. I've explicitly excluded the columns |
|
Oh ok, sorry... I didn't know that.... |
Co-authored-by: delvh <dev.lh@web.de>
Apply suggestions from delvh Co-authored-by: delvh <dev.lh@web.de>
| @@ -0,0 +1,35 @@ | |||
| # Overworld: Barrier block locked worlds (`u.overworld-3`) | |||
There was a problem hiding this comment.
| # Overworld: Barrier block locked worlds (`u.overworld-3`) | |
| # Overworld: Barriers block locked worlds (`u.overworld-03`) |
Also, the file name should be adapted to the action as well...
dev-manuals/test-plans/overworld-frontend/plans/u-overworld-01-world-transition-loading.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/u-overworld-02-dungeon-entrance-exit.md
Outdated
Show resolved
Hide resolved
...anuals/test-plans/overworld-frontend/plans/u-overworld-04-barrier-active-world-not-active.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/u-overworld-05-barrier-inactive.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/u-overworld-06-npc-combined.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/u-overworld-07-load-npc-texts-from-backend.md
Outdated
Show resolved
Hide resolved
dev-manuals/test-plans/overworld-frontend/plans/u-overworld-09-mark-npc-as-talked-to.md
Outdated
Show resolved
Hide resolved
|
Preferably, these paddings can even be added to the linkages, but that is absolutely optional, as sorting should work correctly as the filenames are padded. |
...als/test-plans/overworld-frontend/plans/u-overworld-03-barrier-active-player-not-unlocked.md
Outdated
Show resolved
Hide resolved
Co-authored-by: delvh <dev.lh@web.de> Co-authored-by: Gr33nbl00d <st172032@stud.uni-stuttgart.de>
|
When do we merge? |
|
Deadline for further comments: Today@3pm |

closes Gamify-IT/issues#175