Game test interview summary (Netease Leihuo, Feiyu Technology, Glacier Network, Perfect World, Sohu Changyou)

Basic technical questions:

The basic process of game testing: analyze test requirements-make test plan-design test cases-(smoke test may be performed)-execute test-generate test report

OSI seven-layer protocol: application layer-presentation layer-session layer-transport layer-network layer-data link layer-physical layer

The difference between TCP and UDP:

The relationship between game testing and software testing:

1. Game testing is part of software testing

Simply put, game testing is to find the problems (BUG) in the game and make improvements, so as to improve the quality of game products.

As a part of software testing, game testing has all the common features of software testing:

① The purpose of testing is to find the defects in the software.

②Testing requires testers to implement it according to the product behavior description. Product behavior descriptions can be written specifications, requirements documents, product documentation, or user manuals, source code, or working executable programs.

③Each test requires the product to run in a real or simulated environment.

④Each test requires a systematic approach to display product functions to prove whether the test results are valid, and to find out the reasons for errors, so that programmers can improve.

2. The game testing experience is higher

Through induction and summary, the difference between game testing and software testing can be summarized into the following points:

  • UI&&UE

The importance of most software UI&&UE is not as high as that of games. In the process of playing games, pleasure and fun are crucial. If these elements are missing, users may be lost in an instant, which means that the game Failed.

  • value

Numerical values ​​are very important to the game. Regardless of stand-alone or online games, players attach great importance to the numerical growth of their characters. The coupling degree between game functions is very high, and the values ​​are inextricably linked, but the coupling degree between software functions is not so high, and the values ​​​​between functions are relatively independent in many cases.

  • Activity

In the game, activities are a more frequent type of gameplay. During the testing process, more attention has been paid. The testing of game activities pays more attention to time and resource output. The connection of activities is also very important. Any mistakes may lead to greater losses, while activities on software are less strictly defined.

  • schedule

Games are entertainment, and its industrial chain involves a lot of early marketing. All kinds of advertisements and promotions are spent on real money. Any delay may lead to the failure of the previous promotion, and the business reputation will also be affected. As the last link before product release, game testing must strictly control the progress of the version to ensure that it can be delivered on schedule. For software testing, delays are very common, and there is not such a strong concept of time.

  • tool

Because the user's value and character state vary widely, in order to simulate the user state as much as possible, various test data must be created during the testing process, and game testing relies on more testing tools. Moreover, game testing also needs to test the correctness of the testing tool itself to ensure that the tool itself is correct. This is rare in the traditional software testing industry.

  • performance

Performance testing is critical to games, whether on desktop or mobile devices, stuttering can annoy players. In order to ensure the smoothness of the game, both client memory and cpu usage should be paid attention to in the game test. And the user's device is very different, especially the mobile terminal. So we have to make sure that the performance of the client meets our expected standards. Software does not have much demand for this.

  • Safety

Whether software or games, security is extremely important. But for the game, the importance is related to the life of the family, especially death due to cheating. Moreover, the interaction between the game client and the server is very frequent, and data security is more prominent. Where there is resource output, there is a place for security testing. Anti-brushing and anti-cheating are places where game testers must always be cautious and serious.

  • Merging servers (for online games)

This is a unique feature of the game. Sometimes there are few users in the server, and several groups of servers need to be merged into one group. In the process of server merging, it is necessary to ensure that the data information of all users in the original server and the target server are not confused. It involves all aspects of user data information, so testers must be serious. After making sure that the test is correct, the server merge operation can be officially started.

  • interact

Most of them are aimed at online games. A large degree of fun in online games comes from the interaction between players, which is rare in traditional software (ignoring social software). The more frequently players interact, the higher the degree of interaction between data, and the complex transformation and mutual influence between data needs to be paid attention to at all times.

  • network

The network is essential for online games and software, but the real-time interactivity of games is relatively high. Therefore, the test requirements for the network are also relatively high, because different network operators, network signals in different regions, and even switching between different networks during the mobile process, all of which need to be carefully tested, so as to better improve the user experience.

First talk about your advantages and disadvantages of a game you like, and write a test case for a certain subsystem in the game based on a game you like:

advantage:

1. The League of Legends mobile game inherits the texture of the end game, such as the fog on the battlefield, and the overall canyon is dark in color, but the modeling is high-precision, and the action connection feels good. The entry threshold is high and the rhythm is slow, while the glory of the king is very It is obviously a popular and popular game, with a low threshold and low overall difficulty to get started, bright colors, fast rhythm, and strong sense of skill attack

2. The UI&UE interaction with the user is relatively good, and has been optimized according to the user, and the game iteration is faster

3. Integrate some traditional Chinese culture with art design, such as launching some skins of the Journey to the West series

shortcoming:

1. The relatively large number of players leads to uneven game experience. There are often scenes of hanging up and cursing in the game

2. Reporting environment

3. Game modeling

4. The playability is relatively simple

Friend system test case:

  • Header: Function Name, Case Writer, Write Time, Tester, Test Time
  • Text: Function Points, Test Points, Test Inputs, Expected Results, Actual Results
  •  Use case execution result statistics

The text is specifically:

1. Function points

Friend system interface - (game friend interface tab, blacklist interface tab, master-apprentice interface tab, follow/follower interface tab, find friends tab, nearby people tab, intimacy interface tab) - functional differentiation :

Friend System Functions - System Rules - Intimacy Increase Rules, Blacklist Add Rules, Add/Delete Friends Rules, Add Block Player Rules, Add Player Number Limit Rules

2. Use case execution result statistics

If you are in the League of Legends mobile game, describe your specific test points for a hero's skill value:

1.1 Values ​​in the battlefield : wild monsters (big and small dragons), minions, and building-related attributes. Including: life, magic, attack power, movement speed, money value provided, attributes and the growth of related attributes involved. Map attributes: river distance, economics obtained by killing heroes, online resources, etc.

1.2 Hero related values :

<1>Heroes' initial attributes and their growth attributes at different levels

<2> The attribute provided by the talent is a kind of bonus (the numerical bonus brought by some auxiliary heroes)

<3>Hero skill attributes, skill level value change, skill activation time

<4>External attributes: attributes brought by equipment, buff attributes obtained in the battlefield, skin attributes

1.3 Values ​​outside the battlefield

<1> Commercial value: hero/skin price, purchase limit, treasure hunting (pseudo-random gashapon), fragment exchange and consumption

<2> Operational activity value

<3> Economic system: inscription output consumption, gold coin, diamond output consumption

<4> System value. ELO score and rank calculation for qualifying matches; team activity, reward delivery, etc.

If in Glory of Kings, you are asked to test the old master's ultimate move, what test points can you think of?

Skill Template: The realization mechanism of each skill is different. All skills required to develop various mechanics as skill templates

Indicators: The release of skills often has indicators, indicating the scope, the indicated target, etc.

Skill effect: the effect of hitting before the skill is released, hitting after the release, and not hitting after the release

Skill damage value: the basic damage of the skill, the damage of each level of the skill, the damage bonus of the skill to the equipment, etc.

Skill cooling cd: initial skill cooling cd, cooling cd after use

Skill damage type: single body type, AOE type, lock type, point type, buff type, debuff type

Skill casting sound effects: hit sound effects, flight sound effects, etc. Skill sound effects greatly improve the game experience, especially in moba games. In the absence of skill sound effects, the strike effect of some skills drops a lot. Some test skills such as using skills to explore the grass The lack of hit sound effects will make it impossible to recognize it. This may be the key to affecting a game.

Trigger special effects: special effect hanging node, special effect playback status

Weapon Dependency: Does the release of certain skills depend on certain weapons?

Casting action: The casting action of different skills is different

Actions linked to nodes: spell-casting actions linked to nodes, skill hits linked to nodes, some skill actions are displacements, so they should be moving actions, and some actions are actions of standing still, such as Zhong Kui’s ultimate move, Jiang Ziya’s ultimate move action

Skill action lineup: own side, enemy, neutral side, for example, the wild monsters in the king are considered neutral side.

Skill scope: ground-to-ground, ground-to-air, air-to-air, air-to-ground, etc. This mainly includes the map blocking wall, and some aerial skills can cross the wall, such as the bird man in the king, Nezha's big, Han Xin's jump, flash, etc. For example, Daji's 2 skill charm cannot take effect on air units, for example, Daji cannot charm flying birdmen.

Skill interrupt priority: Those with the same priority cannot interrupt each other, and those with higher priority can interrupt those with the highest priority. For example, skills such as knock-up, stun, and silence can generally interrupt some continuous skills, such as in the king Zhao Yun's ult can knock into the air and interrupt Zhang Liang's control ult, etc. Daji's 1 skill cannot interrupt Liu Bang's big move and so on.

Whether the skill pre-shake stage can be interrupted: Some skills are power-storage skills, such as Jiang Ziya's ultimate move, Hua Mulan's ultimate move, Kai's ultimate move, Liu Bang's ultimate move, Lu Bu's ultimate move, Zhuge Liang's ultimate move, etc.

Whether the skill can be interrupted during the back-swing phase: Some skills can be interrupted when the front-swing is performed, but the back-swing cannot be interrupted. At the same time, the interruption can be divided into active interruption and passive interruption. For example, Shangguan Wan'er in the king is the big one, the backward swing cannot be interrupted, but the forward swing can be interrupted before she flies.

Whether the skill release process is controllable: Uncontrollable includes being unselectable and uncontrollable entities; for example, Li Bai's big in the king cannot be selected, and Xia's big in LOL cannot be selected either. For example, Olaf's ultimate move in LOL is also uncontrollable.

Whether other skills can be released during the skill release process: some skills can be checked at the same time, but some skills are released during the release process, and other skills cannot be released. For example, during Li Bai's ultimate move, he can no longer release skills 1 and 2. Ahn'Qiraj can no longer release other skills during the amplification process

Whether the skills can be moved and cast: For example, Daji's ultimate move in the king can be moved to cast spells, but Zhong Kui, Jiang Ziya, Ahn Qila, etc.'s ultimate moves cannot move and cast spells.

Availability of skills when being controlled: Most of the skills cannot be used when being controlled, but for example, the skill of purification can be used after being controlled

If in an MMORPG game, when a player completes a task, he can get a piece of equipment, and the equipment will be stored in a normal backpack, but after completing the task, the player finds that the normal backpack is It didn’t appear, so what aspects will you test at this time?

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