Third Person Test Cases
Based on Horizon Zero Dawn
Main Screen
➝ Menus are all able to be navigated and selected
➝ Clicking in empty spaces causes no change to occur
➝Settings can be accessed and updated to the user's preference
➝ Selecting Quit Game closes the game
Movement
➝ Test all camera angles
➝ Test all movement controls
➝ Spin quickly in circles - does the game crash?
➝ From a low camera angle, does ground clipping occur?
Actions
➝ Test all global cooldowns to ensure they are adhered to for each action - this includes spamming buttons to attempt to trigger the action multiple times within the global cooldown
➝ Ensure all action buttons work - jump, crouch, dodge/roll, interact, menu open, menu close, open inventory, close inventory
➝ Test all enemy weaknesses to ensure extra damage occurs
➝ Test all weapon usage, item usage, and armor
➝ Test autolocking abilities to ensure the auto-lock always locks onto the enemy or item
Environment
➝ Test all walls for wall clipping and missing boundaries
➝ Test all invisible walls or possible absence of invisible walls
➝
Walk and run through all environments - does the movement flow work?
Can small shrubs be moved through, or must they be avoided? Are there
too many trees and obstacles in an area? Does the environment clip
through the character?
➝ Are all platforming puzzles able to be completed smoothly with smooth graphics
➝ Switch between different terrains to ensure a smooth character
transition - ground to the water, water to the ground, climbing to walking, walking to climbing
➝ Do enemies stay within the designated zone limits where players can reach them?
➝ All loot boxes are accessible
➝ Test navigation paths from several areas around the world
Menus
➝ Ensure all menu navigation works smoothly - scroll up and down, wheel menu movement, aim and click menus, highlight and select buttons, inventory pop-up options (equip, drop, use, consume, sell)
➝ Settings can be accessed and updated to the user's preference
➝ Test capacities - weight limits, inventory space, quick access bars
Performance
➝ Is there lag, screen tear, stuttering, or game crashes? Does FPS hold at 60 or higher?
➝ Do all screen resolutions work properly? Can it be played on a standard monitor as well as a TV? Is 4k supported? Is 2k supported?
➝ Audio: Test all audio to ensure it aligns with the gameplay - Music, Voice Acting, Action Audio, Movement
➝ Do cutscenes load quickly and run smoothly? Do the environmental changes from gameplay persist into cutscenes?
Accessibility
➝ Subtitles can be turned on and provide the user with text-based interactions
➝ Subtitle size and background can be changed
➝ All gamepads, mouse, keyboard, and controller setup controls are remappable for the player. These controls are viewable at any time
➝ Controller Vibration can be turned on and off as well as set to be informative vibration
➝ Sensitivity for mouse, stick, and touch sensitivity are adjustable
➝ Difficulty of gameplay can be set by the player and adjusted at any time
➝ Gameplay tutorials are available along with progress hints throughout the game
➝ A practice area is provided for players to access without opponents present
➝ The entirety of the game is voice acted
➝ Clear mission objectives are provided along with a Head-Up display for straightforward navigation. There is also a map that can be accessed at any time
➝ Color blind friendly options are available
➝ Audio is adjustable and can be utilized for visual events
Strategy Card Game Test Cases
Based on Marvel Snap
Main Screen
➝ Menus are all able to be navigated and selected
➝ Currency total is visible and accurate
➝ Clicking in empty spaces causes no change to occur
➝ Settings can be accessed and updated to the user's preference
➝ Season Pass, Missions, and collection levels are selectable
Card Decks and Upgrades
➝ All card upgrades update stats and visual effects appropriately
➝ Deck capacity adhered to
➝ Multiple decks can individually be saved
➝ Card graphics are crisp images and are visible as cards move
➝ Energy cost, damage, and card action are all visible and accurate
➝ Cards can be sorted - alphabetical, energy, power, recent, quality, and upgradable
➝ Cards can be filtered based on provided criteria - search terms, common abilities, energy cost, and variants
➝ Search and filter menu can be exited by selecting close/finish or tapping outside of the menu
➝ All cards are selectable and provide a zoomed-in view of the card
Game Modes
➝
Game mode rules are set and adhered to
➝ Game modes give a brief description of the play style
➝ Locked game modes are visibly locked and provide the expected criteria to unlock the mode
Game Lobby
➝
Specified deck can be selected
➝ Current rank is displayed
➝ Play button is visible and actionable
➝ After selecting Play, searching for opponent wait screen appears until an opponent is found for the match
➝ When an opponent is found, their player name is revealed to the player with a banner informing the player a match was found
➝ Interacting with characters provides text-based interactions with proper spelling and grammar
➝ Interacting with a rest bench refills the health bar
➝ Travel takes you to the appropriate location when selected
➝ Interacting with elevator levers sends the elevator to and from the current location.
➝ Interacting with shop characters allows you to trade geo for items
➝ Test all charms, items, nails, nail arts, spells, and abilities
Gameplay
➝ All available cards are selectable
➝ Available energy per turn is visible and decreases appropriately with each move taken
➝ Energy costs are adhered to - cards that cost more than the available energy are not selectable and are darkened
➝ The turn does not progress until all players have made their selection
➝ Turn time limits are adhered to, and gameplay progresses even if no action has been taken
➝ Card graphics are crisp images and are visible as cards move
➝ Energy cost, damage, and card action are all visible and accurate within the player's hand and for all cards on the board
➝ Center objectives are revealed on the appropriate turn, and actions given by the center objectives are adhered to
➝ Total damage on each side of the objective is calculated appropriately, including all actions on the cards played
➝ The player can retreat at any time with the Retreat button
➝ The player ends their turn by selecting the End Turn button
➝ At the end of the match, a Victory/Defeat Screen appears at the end of the game
➝ Players can select the collect rewards button at the end of the game to collect their reward
➝ Minimizing the game during gameplay does not automatically forfeit the game or force close the application
Player Interactions
➝ When selecting an opponent, the player can mute and report the user
➝ When selecting an opponent, the player can see their deck card count, hand count, destroyed count, and discarded count
➝ When selecting the player portrait, the player can see their
deck card count, hand count, destroyed count, and discarded count. They can select emotes and predetermined phrases to send the opponent
Performance
➝ Is there lag, screen tear, stuttering, or game crashes? Does FPS hold at the specified FPS within the settings menu?
➝ Do all screen sizes work properly? Is it supported on iOS and Android equally?
➝ Audio: Test all audio to ensure it aligns with the gameplay - Music, Action Sounds, Voice Acting, Card Play Turnover
Accessibility
➝ All text is large, clear, high-contrast text.
➝ Gameplay tutorials are available
➝ Audio is adjustable, but no audio is required to play the game
2D Platformer Test Cases
Based on Hollow Knight
Main Screen
➝ Menus are all able to be navigated and selected
➝ Clicking in empty spaces causes no change to occur
➝ Settings can be accessed and updated to the user's preference
➝ Selecting Quit Game closes the game
Movement
➝ Test all directional movement controls to ensure the character moves in the right direction
➝ Test dash movement to ensure character dashes are in the right direction
➝ Test super dash movement to ensure character super dashes are in the right direction
➝ Test jumping action to ensure character jumps while standing still and while moving
➝ Test look up/down to ensure the camera moves
➝ Ensure loot is collected upon walking over it
Actions
➝
Test nail attack - basic and charge. Ensure enemies take appropriate
damage and environmental variables are destroyed upon attack
➝ Test casting spells
➝ Test dream nai/dream gate
➝ Test quick-cast spells
➝ Ensure defeating enemies provides the player with Soul
➝ Interacting with characters provides text-based interactions with proper spelling and grammar
➝ Interacting with a rest bench refills the health bar
➝ Travel takes you to the appropriate location when selected
➝ Interacting with elevator levers sends the elevator to and from the current location.
➝ Interacting with shop characters allows you to trade geo for items
➝ Test all charms, items, nails, nail arts, spells, and abilities
➝ Ensure holding the focus button depletes the Soul from the Soul well and heals the player
Environment
➝ Test all walls for wall clipping and missing boundaries
➝ Test all invisible walls or possible absence of invisible walls
➝
Walk and run through all environments - does the movement flow work? Are there
too many obstacles in an area? Does the environment show behind and in front of the character?
➝ Are all platforming puzzles able to be completed smoothly with smooth graphics
➝ Switch between different terrains to ensure a smooth character
transition - ground to the water, water to the ground, climbing to walking, walking to climbing
➝ Do enemies stay within the designated zone limits where players can reach them?
➝ All loot boxes are accessible
➝ Dangerous environmental variables, such as spikes, poison, and enemies, causes the player to take damage
➝ Entering a new area provides the player with the area name
Menus
➝ Ensure all menu navigation works smoothly - scroll up and down,
wheel menu movement, aim and click menus, highlight and select buttons,
inventory pop-up options (equip, drop, use, consume, sell)
➝ Settings can be accessed and updated to the user's preference
➝ Test capacities - weight limits, inventory space, quick access bars
➝ Healing with the Soul depletes the Soul well and restores life to the character
Performance
➝ Is there lag, screen tear, stuttering, or game crashes? Does FPS hold at 60 or higher?
➝
Do all screen resolutions work properly? Can it be played on a standard
monitor as well as a TV? Is 4k supported? Is 2k supported?
➝ Audio: Test all audio to ensure it aligns with the gameplay - Music, Voice Acting, Action Audio, Movement
➝ Do cutscenes load quickly and run smoothly?
➝ All interactions are provided through large, clear, high-contrast text.
➝
All gamepads, mouse, keyboard, and controller setup controls are
remappable for the player. These controls are viewable at any time
➝ Gameplay tutorials are available
➝
Clear mission objectives are provided along with a Head-Up display for
straightforward navigation. There is also a map that can be accessed after purchasing the item
➝ Color blind friendly options are available
➝ Audio is adjustable and can be utilized for visual events, but no audio is required to play the game
Game Bugs and Improvements
Horizon Zero Dawn - PC Steam Version
- Within Cauldron RHO, a supply crate is unreachable within the wall. The crate can be seen through a small gap and can be located utilizing the Focus, but it cannot be reached or interacted with
- When a machine is killed where a player stands for a cutscene, the game does not adjust the camera view for the cutscene. Instead, the player only sees a zoomed-in view of the machine and cannot see the story unfolding.
- When attempting to hunt critters, sometimes the heavy swing locks onto the animal, but other times it does not. This may be due to terrain at times, but at other times, the lock-on feature apparently fails.
- Occasionally, machines will get stuck on small foliage, and the AI cannot figure out how to move out. This causes the machine to sit stuck while the player continues to kill it.
- Glinthawks can access areas out-of-bounds during fights. When a Glinthawk is killed with a ranged attack while still out of bounds, the player cannot collect the look from the Glinthawk's body.
- When setting a destination through the quest log or map feature, the
navigation relies on taking an existing road instead of allowing for a straight path to the destination. This sometimes leads the player in the wrong direction and takes longer to get to their destination. - When setting a destination through the quest log or map feature, the destination icon regularly moves which can be disorienting, especially within cities like Meridian.
- When entering and exiting the water, Aloy will get stuck in a swimming animation even when the water is shallow enough to be run through. This can range from a 2-second inconvenience to a 30-second inconvenience. Attempting to use the jump action does not help Aloy stand up.
- Special merchants rely on specialty items such as ancient vessels, metal flowers, and Banuk figures. To attain these items, players must collect all of a specific type of item. As an improvement area, fewer collected items should be able to purchase lesser items for those not completionists.