15 September 2005
       


Following are a few generic rules that apply to all of mobile game testing. We follow those with testing & porting challenges specific to Van Damme Kickboxing

The phases of testing that a game goes through are:

Paradox Testing lead Jaydev Dhakan

1. Alpha
Alpha testing of the game happens at a very early stage. This is done on a very basic prototype of the game, where the different modules of the game might or might not be complete, but the basic modules are implemented. The testers check whether the modules are working individually as well as in conjunction with the other modules.

The testers check for:
· Crashes and other glaring issues, which are easy to   detect and reproduce
· Logical errors that programmers make
· Rigidity and robustness of the game



2. Beta

At the Beta stage, the game is tested for compliance with all the design requirements, including the working of combo-keys and the ease of controls. At this stage the game is tested thoroughly with the tester play-testing for the fun factor and replay value of the game. If at all the designer decides to make any design changes, it is done at this stage. The programmers complete all the modules in the beta stage and fix the major bugs and crash issues of the alpha stage. The game is now considered complete from the development point of view.

The testers check for:
· Collision Issues
· Broken Rigs
· Design tweaks
· Gameplay testing
· Animation
· Functionality
· Power meter
· User interface
· UI flow
· Textual errors

Every Game has specific check needs at this stage. Testing lead Jaydev shared that,"Van Damme Kickboxing being a fight game, Collision and Broken Rigs were very important"

3. Process Testing

Process Testing involves checking for compliance with the guidelines laid down by Java (Java Verified Process) and BREW (TBT- True Brew Testing). Every application that a carrier puts on its server is required to observe these guidelines. At this stage, the game is also checked for compliance with the handset guidelines, along with re-checking the issues of the Beta stage.

The testers check for:
· File Size
· Game interrupts like incoming calls
· RAM usage
· RAM refresh at exit
· Animation
· Functionality
· Power meter

Testing of all the ports
While testing the game on the base Gold Master device to ensure that the game is free of any gameplay and functional bugs is a challenge in itself, the greater challenge lies in testing the game across all the platforms and devices to which it is ported. The challenge lies in ensuring that the game is fun to play even on smaller devices and the visual aesthetics of the game are maintained, keeping in mind the limitations of the low-end devices. For this, the testing team is often required to sit with the design and the programming team to decide upon what unnecessary elements can be removed such that the gameplay and visual appeal of the game are maintained across all ports.

Specific challenges for Van Damme Kickboxing

Pixel Shift Spotting

SPOT THE SHIFT!
 
Image 1
Image 2
Comparing image 2 with image 1.

Is there a Pixel shift?

If yes then which frame does the pixel shift occur? and where?

Jaydev shared "One of the major challenges during the testing phase was the fact that the characters were made of separate body parts and were not an entire unit. It was very difficult to notice a shift of 1-2 pixels on the tiny screen as several frames are rendered every second and one needs to really develop an eye for spotting these minute body-part shifts. These issues are actually not noticed by the player consciously when s/he is playing the game, but subconsciously the player tends to realise the flaw"

Collision Detection
Testing the collision too was a challenge as Van Damme's body parts had individual collisions with the opponents' body parts. Checking to see whether the desired action and reaction was taking place required an eye for detail and tremendous concentration"

After a good amount of time spent testing, finding errors becomes very tedious. "Every time I find a bug, I tell myself that I have earned my bread and butter for the day" added Jaydev in a lighter vein.



According to Jaydev the characters that were the most challenging to test were:



Paradox Testing team

Bodyslam
The character toughest to test was Bodyslam. Since he had a different shape, the testing team had to test him meticulously to see if the animation was smooth.

Twin Terror
Tweaking the AI for this character was tough. While some were under the impression that this opponent was tough to win against, others found winning easy. The animation was to be played over several times and the AI was tweaked every time this was done. Noticing the change and changing the play tactics according to the tweak was challenging since the team had to ensure that it suited the gaming calibre of majority of players.

Finally Van Damme Kickboxing was ready. Turn on for the Credits and end notes.

*(Animation 'xpress case studies are now enabled with Text Tips. Hover your mouse over a technical term to read its definition. All Text Tips are highlighted)

                      The Development Life Cycle
 
 
 
  Back to intro

 
 
Animation 'xpress is an Indian Television Dot Com publication.
© 2001-2005 All Rights Reserved

www.indiantelevision.com