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Test Plan for: Fireball by International Hobo

Fireball and the Fireball GDD Copyright © 2005 International Hobo Ltd 14

Summary Information

From the Fireball game design document (GDD): “Fireball is a budget game for PS2. The player controls a ball of fire, and traverses a landscape made of blocks of different materials. As the player sets fire to these blocks, they grow hotter, and can set fire to more and more different types of blocks. The fireball the player controls can also rise up in height and the hotter the player gets, the higher they can jump in this fashion.

On each field (level) the player has an ultimate goal of igniting the torch (brazier) and thus clearing the field – but the torch is generally positioned at a high point and out of reach. The player must use a combination of platform skills and dynamic environmental features (for instance, by burning the supports under the torch down to the ground) in order to clear the field.

Simple, clean cut graphics and controls combine to give an easy to learn but engaging play experience”

Environment/User Community

According the GDD This game will come in two different version aimed at two different markets. The Fireball game will target the casual gamer or impulse buyer, while the Hidama will target the hard core gamer with its unique game play.

Test Objectives:

Test the subsystems against the GDD stated desired player experience of:

  1. Effortless play coming from a simple control scheme.
  2. Unique experience – the only game to be based around setting fires.
  3. Varied solutions to the mini-puzzles as the player works out the best places to start fires.
  4. Exploration of small environments. Test the following subsystems:
  5. Avatar which controls the player’s ability to move around the landscape
  6. Temperature which controls the the ignitions of blocks in the world and how the fire spreads between blocks
  7. Gravity which concerns the collapse of objects and blocks as result for the fires.

Testing will occur on a PS2 gaming console with standard configuration

Testing the Avatar subsystem

The player will get represented by a glowing ball fire (GDD) and it will have the following abilities:

  1. Move around the environment. The player turns left and right, and pushes forward to move (relative controls).
  2. Jump up to a (relative) height determined by the heat of the ball. The player will rise rapidly up to their maximum (relative) height, and then slowly descend.
  3. Burning blocks occurs when the player has enough heat to ignite a block and pushes into it for a short time..
  4. Slamming happens after the the player has jumped and causes the fireball to crash down on the first surface beneath it. This will quickly start fires in a wide area slightly hotter than the player’s default temperature.

    Testing the movement controls as defined in the GDD.

    |Test Suite |Button |Function | |—————|:——–:|——————————————————-| |Basic Controls |X(0) |Jump: The fireball jumps up to its maximum height, then begins to drift slowly down towards the ground.| |Basic Controls |O(1) or |Slam: Crash down to ground rapidly and then explode, igniting nearby blocks. If already on the ground, just explodes. | |Basic Controls | ^(3) |Jump and Top Down View: The fireball jumps, but the camera view tilts to give a top down view. Press again to cancel top down view. (Toggles top down view). | |Basic Controls | > (Pause)| Pause/Map | |Basic Controls | (reset) | Hold for 0.5 seconds to begin the current field again | |Advanced Controls | L1 |Roll Left: Move Sideways to Left i.e. strafe left | |Advanced Controls | R1 |Roll Right: Move Sideways to Right i.e. strafe right | |Advanced Controls | L2 |Turn Left: Turn 90 degrees left | |Advanced Controls | R2 |Turn Right: Turn 90 degrees right |

    Test the Jump profile

    |Action |Expected result | |————-|———————————————————————————————————————| |Start at any height| The ground (0 height) or on a platform (>0 height). |Press Jump to begin | The fireball goes up in the air by +x units as a function of current temperature. Jump with Triangle, gives a top down view| |Drifting begins| The player descends at the rate of about 1 unit per second. The Triangle to toggle between a top down view and a regular view| |Pick Target |The shadow of the fireball shows the impact point (target). The shadow of the fireball always shows precisely where the player will land if they press Slam | |Slam by pressing the correct control| The fireball descends almost instantly to the shadow-point and explodes – possibly igniting everything at this point. The slam fires have a temperature one higher than the avatar’s current temperature|

    Test Slam profile

    Whenever the player slams, they raise every block in a 3 unit spherical radius of the point of impact (or point of explosion if they were on the ground) up to one higher than their current temperature. (The color of the explosion effect should correspond to the higher temperature). If this temperature is high enough to ignite a block, the block begins burning.

    Testing the Temperature subsystem

    Verify the player gains temperature under the following conditions:

  5. The avatar slams a material and ignites it
  6. The avatar touches a burning block with a hight temperature
  7. Verify the avatar does not loose temperature while on the current field

    Testing the Gravity subsystem

    Verify the gravity in the game has a value of 10m/sec/sec in a negative y direction.

    Testing Goal conditions

  8. Clear field by igniting symbolic brazier item
  9. Gain score by building chains

    Testing Chains

    The game defines chains as multiple blocks burning at the same time. Verify the game displays the chain counter and changes font size as a function of chain size

    Field Reset

    Verify field correctly resets within .5 seconds.

    Testing Block System

    All game should consist of one or more of the following block types with the following characteristics: Note No block may ever be at a heat level higher than that shown in its Burn column or Melt column (whichever is higher).

Block Type Block Color Melt Burn Burn Time Ignition Time  
1: Leaf Green No 1: Yellow Hot 10 seconds 0.1 seconds
2: Wood Brown No 2: Orange Hot 15 seconds 1 second
3: Coal Black No 3: Red Hot 60 seconds 1 second
4: Plastic Pink 2: Orange Hot 3: Red Hot 15 seconds 1 second
5: Metal Blue 4: Blue Hot 5: White Hot 90 seconds 1 second
6: Stone Grey 5: White Hot No
7: Fire Red No No

The following table shows the tints of blocks when they are melted or burning:

|Block Type |Block Colour |Melted Texture |Meted Tint |Burning Texture |Burning Tint | |:——–:|:——–:|:——–:|:——–:|:——–:|:——–:| |Leaf |Green |– |– |Burning Leaves |Yellow | |Wood |Brown |– |– |Burning Wood |Orange | |Coal |Black |– |– |Hot Coals |Red | |Plastic |Orange |Molten Plastic |Orange |Burning Plastic |Red | |Metal |Blue |Molten Metal |Blue |White-hot |Metal |White | |Stone |Grey |Lava |White |– |– |

Test the game structure

Verify the player can access each of the three paths: Fun, Puzzle and Challenge using the central hub system. Verify the player earns the correct amount of ash Verify the chain system works and will reward the player according to the following:

|Medal |Combo |Target Percentage? |All Fields Ash Clear?| |:—-:|:—-:|:—————–:|:——————-:| |Silver| 50-99%| No| |Gold |100% No| Verify the Ash earned gets modified by the medals earned according Hyper-objects following:

  1. If they scored a Silver Medal, this icon is shown, and the Ash total is multiplied by 2 (x2 is shown).
  2. If they scored a Gold Medal, this icon is shown, and the Ash total is multiplied by 3 (x3 is shown). When a Gold Medal is awarded, a Silver medal is automatically awarded as well.

    Front End

    Verify the game meets the following structure:

    Overview

    The game front end operates using the main game engine. The player moves around between objects (which are kept well-spaced), and when near an object, text appears indicating what will happen if they burn that object. This saves developing a separate front end.

    Quest Blocks (Hyper-objects)

    The Hub field consists of a number of blocks, which are regular game objects – but that cause fields or Quests to be run when they are burned by the player. In effect, each block is a menu option that the player selects by moving to it and burning it. The blocks displayed in the Hub will be either Leaf, Wood or Stone.

    Unlocked Quests

    Any Quest that has been unlocked is displayed as a single Leaf Block. This is exactly as is currently implemented

    Completed Quests

    Any Quest that has been completed is displayed as a single Wood Block. This means:

  3. Players won’t trigger these by mistake, as they must Slam to burn a Wood block
  4. Players can immediately see which Quests they have completed 4.4.5 Next Quests The next Quest to be unlocked in each Path is displayed as a single Stone Block. Clearly, this cannot be burned, and so the Quest cannot be played. Above the block is the description of how the Quest is unlocked – see Section 4.8 for details.

    Ash Total

    While on the Hub field, a large, does the game display the players total Ash at the bottom of the screen in a graphically pleasing manor

    The Hub

    Can the player access the main game functionality via the hub map, which consists of a set of blocks that fit into three paths:

    Fun Path

    Consisting of easy and entertaining fields. The Fun path advances from the acquisition of Ash.

    Puzzle Path

    Consisting of challenging but cerebral fields, which don’t require fast reactions or arcade control skills to master. The Puzzle path advances from the completion of Quests.

    Challenge Path

    This consists of challenging fields which may require good reactions and arcade control skills to master. The hardest fields exist in this path. This path will advance through Medals.

All three paths are arranged to radiate from a central point. The Options area exists in the fourth position. The player begins facing the first object in the Fun Path.

Progression Conditions

Verify the player advances according the following conditions

|Stage |Fun Path |Puzzle Path |Challenge Path| |:——–:|:——–:|:——–:|:——–:| |01 |Always Available |Always Available |Always Available| |02 |500 Ash |Clear Puzzle 1 |1 Medal| |03 |1,000 Ash |Clear Puzzle 2 |2 Medals| |04 |5,000 Ash |Clear Puzzle 3 |4 Medals| |05 |10,000 Ash |Clear Puzzle 4 |6 Medals| |06 |15,000 Ash |Clear Puzzle 5 |10 Medals| |07 |20,000 Ash |Clear Puzzle 6 |16 Medals| |08 |25,000 Ash |Clear Puzzle 7 |20 Medals| |09 |50,000 Ash |Clear Puzzle 8 |30 Medals| |10 |100,000 Ash |Clear Puzzle 9 |40 Medals| |Credits |Clear Fun 1 to 10 |Clear Puzzle 10 |Clear Challenge 1 to 10| |11 |200,000 Ash |Clear Puzzle 10 |44 Medals| |12 |500,000 Ash |Clear Puzzle 11 |48 Medals| |13 |1,000,000 Ash |Clear Puzzle 12 |52 Medals| |14 |2,000,000 Ash |Clear Puzzle 13 |56 Medals| |15 |5,000,000 Ash |Clear Puzzle 14 |58 Medals| |16 |10,000,000 Ash |Clear Puzzle 15 |60 Medals|

Options

Verify the following options exist on the Options page and work as expected

|Option |Effect |Enable Message |Disable Message| |———-|———-|———-|———-| |SelectReminder |Show Select Reminder in Message Bar |Burn me to Hide Select Reminder |Burn me to Show Select Reminder| |FieldNames |Show Field Names |Burn me to Enable Field Names |Burn me to Disable Field Names| |AlternateControls |Changes to the alternative control scheme |Burn me for Alternate Controls |Burn me for Normal Controls| |Louder |Turns up volume |Burn me for Louder Volume |-| |Softer |Turns down volume |Burn me for Quieter Volume| |

For more information on the Fireball game click here