Skip to content

Commit

Permalink
Merge pull request #485 from coskun-kilinc/main
Browse files Browse the repository at this point in the history
docs: add documentation for tutor feedback enhancement
  • Loading branch information
maddernd committed Apr 29, 2024
2 parents 87fcf7b + 43066a8 commit 8341f43
Show file tree
Hide file tree
Showing 10 changed files with 365 additions and 92 deletions.
Original file line number Diff line number Diff line change
@@ -1,10 +1,9 @@

# Arcade Game Bug Testing Spike Plan

## Context

The team needs information regarding the issues and areas for improvement regarding the arcade games,
as there is limited information regarding bugs and flaws in the various arcade games.
The team needs information regarding the issues and areas for improvement regarding the arcade
games, as there is limited information regarding bugs and flaws in the various arcade games.

## Goals/Deliverables

Expand Down
Original file line number Diff line number Diff line change
@@ -1,27 +1,24 @@

# Car Race Clipping with Non-Player Cars

## Bug Description

While palying the game, multiple (non- player) cars can spawn in the same
lane, and bnecomes noticeable when the (non-player) cars have different
movement speeds. The faster (non-player) car will then phase through the
slower car.
While palying the game, multiple (non- player) cars can spawn in the same lane, and bnecomes
noticeable when the (non-player) cars have different movement speeds. The faster (non-player) car
will then phase through the slower car.

## Testing Environment

This bug was found while on a windows 10 laptop.

## Reproduction

Play Car Race untile you identify an instance of multiple non player cars
sharing the same lane, with one phasing through the other.
Play Car Race untile you identify an instance of multiple non player cars sharing the same lane,
with one phasing through the other.

## Expected Results

Non-Player cars do not phase through or collide with eachother.

## Actual Results

Non-Player cars can phase through eachother if multiple cars spawn in the same
lane.
Non-Player cars can phase through eachother if multiple cars spawn in the same lane.
Original file line number Diff line number Diff line change
@@ -1,29 +1,25 @@

# DXBallGame Unable to Interact With User Interface Bug

## Bug Description

While attempting to play DXBallGame, the user inteface does not respond to any
key presses. The game does react to keys 1, 8, 9, and 0, though these are
likely intended to be used only for testing and debugging purposes, as they
move/skip the user to specific screens, which are still static screens, as the
user interface does not respond to any other key presses.
While attempting to play DXBallGame, the user inteface does not respond to any key presses. The game
does react to keys 1, 8, 9, and 0, though these are likely intended to be used only for testing and
debugging purposes, as they move/skip the user to specific screens, which are still static screens,
as the user interface does not respond to any other key presses.

## Testing Environment

This bug was found while on a windows 10 laptop.

## Reproduction

Build and attempt to play the DXBallGame. The user interface will not respond
to key presses.
Build and attempt to play the DXBallGame. The user interface will not respond to key presses.

## Expected Results

The user is able to properly inteact with the user interface through the use of
their controls.
The user is able to properly inteact with the user interface through the use of their controls.

## Actual Results

The user is unable to interact with te user interface, as the game does not
react to the key presses of the user.
The user is unable to interact with te user interface, as the game does not react to the key presses
of the user.
Original file line number Diff line number Diff line change
@@ -1,29 +1,24 @@

# Pingpong Incorrect Play Area Boundary Bug

## Bug Description

The collision boundary of the play area does not match the visal boundary for
the play area. Player 1 is unable to access the last centimeter or so of their
(visual) play space closest to their goal, while player 2 is able to access the
last centimeter of their play space closest to their goal.
The collision boundary of the play area does not match the visal boundary for the play area. Player
1 is unable to access the last centimeter or so of their (visual) play space closest to their goal,
while player 2 is able to access the last centimeter of their play space closest to their goal.

## Testing Environment

This bug was found while on a windows 10 laptop.

## Reproduction

Play a pingpong game and have player 1 move towards their goal, as far as the
game allows. Have player 2 do the same and compare their visual distance to their
goals.
Play a pingpong game and have player 1 move towards their goal, as far as the game allows. Have
player 2 do the same and compare their visual distance to their goals.

## Expected Results

Both players are able to move within the last centimeter of play space closest
to their goals.
Both players are able to move within the last centimeter of play space closest to their goals.

## Actual Results

Only player two is able to move within the last centimeter of play space closest
to their goal.
Only player two is able to move within the last centimeter of play space closest to their goal.
Original file line number Diff line number Diff line change
@@ -1,34 +1,29 @@

# Pingpong Problematic Paddle and Puck Collisions Bug

## Bug Description

The collision between the player paddles and the puck do not always work as
intended and will sometimes allow the puck to phase through the players
paddle. This is most common when the puck impacts the top or bottom of the
players paddle, as the puck will phase/move through the entire length of the
paddle as if it were a pipe. The puck can also phase through the paddles when
impacting the side of the paddle, though i have not been able to identify any
trend.
The collision between the player paddles and the puck do not always work as intended and will
sometimes allow the puck to phase through the players paddle. This is most common when the puck
impacts the top or bottom of the players paddle, as the puck will phase/move through the entire
length of the paddle as if it were a pipe. The puck can also phase through the paddles when
impacting the side of the paddle, though i have not been able to identify any trend.

## Testing Environment

This bug was found while on a windows 10 laptop.

## Reproduction

Play a pingpong game and attempt to have the puck impact to top or bottom edge
of the paddle. If the collision is right, the puck should phase through the
height of the paddle.
It is also possible, though much less common, for the puck to impact the side
of the paddle and still phase through.
Play a pingpong game and attempt to have the puck impact to top or bottom edge of the paddle. If the
collision is right, the puck should phase through the height of the paddle. It is also possible,
though much less common, for the puck to impact the side of the paddle and still phase through.

## Expected Results

The paddle acts as a wall that will redirect the puck such that the puck will
bounce off the paddle andtravel back in the direction it came from.
The paddle acts as a wall that will redirect the puck such that the puck will bounce off the paddle
andtravel back in the direction it came from.

## Actual Results

The puck will intermittently phase through the paddle, while playing the
collision sound on repeat while the puck is still inside the paddle.
The puck will intermittently phase through the paddle, while playing the collision sound on repeat
while the puck is still inside the paddle.
Original file line number Diff line number Diff line change
@@ -1,22 +1,19 @@

# Below the Surface Enemy Colors

## Improvement Suggestion Description

The color scheme of the cockroach enemy should be changed to a brighter colour.
The colour scheme of the giant rat final boss should also be reconsidered.
The color scheme of the cockroach enemy should be changed to a brighter colour. The colour scheme of
the giant rat final boss should also be reconsidered.

## Reasoning

Currently, the cockroach emeny has a dark brown color scheme, which makes it
difficult to identify because the background is a combination of a dark grey
bottom half and a somewhat lighter shad of grey for the top half. The dark
brown colour of the cockroach has very little contrast with the dark grey of
the background and is thus extremely difficult to spot.
Currently, the cockroach emeny has a dark brown color scheme, which makes it difficult to identify
because the background is a combination of a dark grey bottom half and a somewhat lighter shad of
grey for the top half. The dark brown colour of the cockroach has very little contrast with the dark
grey of the background and is thus extremely difficult to spot.

While the lighter grey of the top half of the background does alleviate this
issue slightly, the cockroach is still very difficult to identify.
While the lighter grey of the top half of the background does alleviate this issue slightly, the
cockroach is still very difficult to identify.

The rat final boss suffers from a similar issue, as the vast majority of the
boss is a dark brown, though the teeth, tip of the tail, and hands/feet are a
different, more easily identifed colour.
The rat final boss suffers from a similar issue, as the vast majority of the boss is a dark brown,
though the teeth, tip of the tail, and hands/feet are a different, more easily identifed colour.
Original file line number Diff line number Diff line change
@@ -1,25 +1,22 @@

# Runner Dash Enemy Movement Changes

## Improvement Suggestion Description

There should be a set of options regarding enemy movement, to allow for
difficulty adjustment and player choice. These options should include whether
the enemy has 8 movement directions (north, south east, west, and diagonals)
or 4 (north, south east, and west), whether the enemy can skip its turn, how
the game decides when the enemy will skip its turn (random chance vs
predictable pattern), and enemy count.
There should be a set of options regarding enemy movement, to allow for difficulty adjustment and
player choice. These options should include whether the enemy has 8 movement directions (north,
south east, west, and diagonals) or 4 (north, south east, and west), whether the enemy can skip its
turn, how the game decides when the enemy will skip its turn (random chance vs predictable pattern),
and enemy count.

## Reasoning

Currently, the enemy will always outmaneuver the player due to it having 8
movement directions (north, south east, west, and diagonals), while the player
only has 4 (north, south east, and west). This means that the only way to
survive is to flee the enemy in a straight line until the enemy skips a turn.
Currently, the enemy will always outmaneuver the player due to it having 8 movement directions
(north, south east, west, and diagonals), while the player only has 4 (north, south east, and west).
This means that the only way to survive is to flee the enemy in a straight line until the enemy
skips a turn.

Only when the enemy skips a turn, can the player stop to plan their apprach
for collecting gems.
Only when the enemy skips a turn, can the player stop to plan their apprach for collecting gems.

Reducing the enemy movement directions to match the players options can be a
fix, but must be implemened alongside other changes, because this change alone
would mean that the enemy can nver catch up to the player.
Reducing the enemy movement directions to match the players options can be a fix, but must be
implemened alongside other changes, because this change alone would mean that the enemy can nver
catch up to the player.
Original file line number Diff line number Diff line change
@@ -1,4 +1,3 @@

# Venture Adventure Restart Level Option

## Improvement Suggestion Description
Expand All @@ -7,13 +6,12 @@ Implement an option for the player to restart or exit the level.

## Reasoning

There should be an option of the player to restart or exit the level, as it is
currently possible for the player to move the boxes to locations that render it
impossible for the player to collect one or more gems.
There should be an option of the player to restart or exit the level, as it is currently possible
for the player to move the boxes to locations that render it impossible for the player to collect
one or more gems.

Since you must collect all gems to move onto the next level, the player is then
unable to progress to the next level.
Since you must collect all gems to move onto the next level, the player is then unable to progress
to the next level.

Currently, the only way to restart or exit the level while being in a situation
where you are unable to collect one or more gems is to exit out of the game
entirely and reopen the program.
Currently, the only way to restart or exit the level while being in a situation where you are unable
to collect one or more gems is to exit out of the game entirely and reopen the program.
2 changes: 1 addition & 1 deletion docs/.vale/thothtech/MeaningfulLinkWords.yml
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
extends: existence
message: 'Improve SEO and accessibility by rewriting "%s" in the link text.'
level: warning
scope: link
scope: raw
ignorecase: true
link: TBA
tokens:
Expand Down
Loading

0 comments on commit 8341f43

Please sign in to comment.