| GBM.01 |
REQ.001 |
On the player’s turn, a roll dice control is available |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs |
RollDiceControlAvailable |
Complete |
|
| GBM.01 |
REQ.002 |
The dice result is a random integer from 1 to 6 |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs |
DiceBetweenOneAndSixInclusive |
Complete |
|
| GBM.01 |
REQ.003 |
After the roll, the player’s token moves forward exactly that many spaces along the path |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs |
PlayerMovesCorrectAmount |
Complete |
|
| GBM.01 |
REQ.004 |
The player does not move backward when rolling; movement is only toward the end. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs |
PlayerDoesNotMoveBackwards |
Complete |
|
| GBM.01 |
REQ.005 |
If the player is near the end (e.g. on 36), a roll of 3 moves them to 38 |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs |
PlayerDoesNotGoPastTheEnd |
Complete |
|
| GBM.01 |
REQ.006 |
The player cannot roll again until their turn is complete |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs |
CannotRollTwice |
Complete |
|
| GBM.02 |
REQ.007 |
When the player lands on a blue square, a blue card is drawn (fact or question). |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs |
LandingOnBlueSquareDrawsOnlyOneCard |
Complete |
|
| GBM.02 |
REQ.008 |
Only one card is drawn per landing on a blue square. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs |
LandingOnBlueSquareDrawsOnlyOneCard |
Complete |
|
| GBM.02 |
REQ.009 |
The card is displayed to the player |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs |
CardShownToPlayer |
Complete |
|
| GBM.02 |
REQ.010 |
The player cannot move or roll again until the card has been acknowledged |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs |
CannotRollDiceWhileReadingBlueCard |
Complete |
|
| GBM.02 |
REQ.011 |
Landing on a green or grey square does not trigger a blue card draw. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs |
LandingOnGreenSquareDoesNotDrawCard |
Complete |
|
| GBM.02 |
REQ.012 |
Landing on a green or grey square does not trigger a blue card draw. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs |
LandingOnGraySquareDoesNotDrawCard |
Complete |
|
| GBM.03 |
REQ.013 |
When the player lands on a blue square, the drawn card can be a fact card |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs |
LandingOnBlueSquareCanDrawFactCard |
Complete |
|
| GBM.03 |
REQ.014 |
A fact card shows the text written on the card to the player. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs |
FactCardShowsFact |
Complete |
|
| GBM.03 |
REQ.015 |
Reading a fact card does not change the player’s pollution score |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs |
FactCardDoesNotChangePollutionScore |
Complete |
|
| GBM.03 |
REQ.016 |
After the player dismisses the fact, the card UI closes and normal gameplay resumes |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs |
NormalGameplayAfterFactCard |
Complete |
|
| GBM.03 |
REQ.017 |
The system can randomly choose between a fact card and a quiz card when drawing from a blue square. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs |
LandingOnBlueSquareCanDrawMCQCard |
Complete |
|
| GBM.04 |
REQ.018 |
When the player lands on a blue square, the drawn card can be a quiz card with multiple-choice options. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs |
LandingOnBlueSquareCanDrawMCQCard |
Complete |
|
| GBM.04 |
REQ.019 |
The player can select exactly one answer from the options shown. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs |
PlayerCanOnlySelectOneAnswer |
Complete |
|
| GBM.04 |
REQ.020 |
Each quiz card has one correct answer; the game can determine right vs wrong. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs |
EachQuizCardHasOneCorrectAnswer |
Complete |
|
| GBM.04 |
REQ.021 |
Correct answer: The player is rewarded, that is, the pollution score decreases by 1. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs |
CorrectAnswerDecreasesPollution |
Complete |
|
| GBM.04 |
REQ.022 |
Incorrect answer: The player receives a consequence, that is, the pollution score increases by 1 |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs |
IncorrectAnswerIncreasesPollution |
Complete |
|
| GBM.04 |
REQ.023 |
After the player selects an answer, the result is shown and the card is dismissed before gameplay continues. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs |
EnsureDismissButtonShows |
Complete |
|
| S.02 |
REQ.024 |
Background music starts playing when the game begins |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs |
Music_StartsPlaying_WhenGameBegins |
Complete |
|
| S.02 |
REQ.025 |
The music loops or continues throughout the gameplay |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs |
Music_Loops |
Complete |
|
| S.02 |
REQ.026 |
The music starts at a comfortable default volume |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs |
Music_DefaultVolume_IsComfortable |
Complete |
|
| S.02 |
REQ.027 |
By default the music is quiet enough to still hear sound effects |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs |
Music_DefaultVolume_IsComfortable |
Complete |
|
| MM.04 |
REQ.028 |
Player can choose between Singleplayer and Multiplayer on the main menu |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
MainMenu_HasSingleAndMultiButtons |
Complete |
|
| MM.04 |
REQ.029 |
Choosing Singleplayer starts a game with one player |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
ChoosingSingleplayer_SetsModeAndStartsSingleSetup |
In Progress |
|
| MM.04 |
REQ.030 |
Choosing Multiplayer starts multiplayer setup |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
ChoosingMultiplayer_SetsModeAndStartsMultiSetup |
In Progress |
|
| MM.04 |
REQ.031 |
Game clearly indicates which mode is active during the match |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
Mode_IsStoredInGameManager |
In Progress |
|
| MM.04 |
REQ.032 |
Player cannot accidentally start the wrong mode |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
ChoosingSingleplayer_SetsModeAndStartsSingleSetup |
Complete |
|
| MM.04 |
REQ.033 |
Returning to main menu allows choosing a different mode next game |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
ChoosingSingleplayer_SetsModeAndStartsSingleSetup |
In Progress |
|
| MM.04 |
REQ.034 |
Singleplayer has one token, multiplayer has multiple tokens taking turns |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
PlayerCount_MatchesMode |
Partial |
|
| MM.04 |
REQ.035 |
Choice is made before game starts |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs |
ModeSet_BeforeBoardLoads |
Complete |
|
| MM.02 |
REQ.036 |
When starting a new game, a character selection step appears |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs |
CharacterSelection_AppearsBeforeGameStarts |
Complete |
|
| MM.02 |
REQ.037 |
Player can select exactly one character and confirm |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs |
SelectingCharacter_LoadsBoardScene_InSingleplayer |
Complete |
|
| MM.02 |
REQ.038 |
after confirmation, selected character is used in game |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs |
SelectedHero_IsStoredInGameManager |
In Progress |
|
| MM.02 |
REQ.039 |
Game does not start without a valid character selected |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs |
SelectedHero_IsStoredInGameManager |
Complete |
|
| MM.02 |
REQ.040 |
Going back to main menu allows re-selecting |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs |
ReturningToMenu_AllowsNewSelection |
In Progress |
|
| MM.02 |
REQ.041 |
Abilities are active during the game as designed |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs |
Ability_AffectsGameplay_AsDesigned |
In Progress |
|
| MM.03 |
REQ.042 |
Character selection screen shows each character’s special ability before confirm |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityInfo_IsVisible_ForEachCharacter |
Complete |
|
| MM.03 |
REQ.043 |
Ability description is visible for each character |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityInfo_IsVisible_ForEachCharacter |
Complete |
|
| MM.03 |
REQ.044 |
Player can view all characters’ abilities |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityInfo_CanViewAllCharacters |
Complete |
|
| MM.03 |
REQ.045 |
Ability info readable and not cut off |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityInfo_IsNotCutOff_Heuristic |
Complete |
|
| MM.03 |
REQ.046 |
Displayed ability matches actual in-game behaviour |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityText_MatchesBehaviour (Planned) |
Partial |
|
| MM.03 |
REQ.047 |
Player cannot start game without access to ability info |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityInfo_AccessibleBeforeStart |
Complete |
|
| MM.03 |
REQ.048 |
Changing selection updates shown ability |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs |
AbilityInfo_AccessibleBeforeStart |
Complete |
|
| ABE.01 |
REQ.049 |
When a player lands on a green square, a mini game is triggered |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
LandingOnGreenSquareTriggersMinigame |
Complete |
|
| ABE.01 |
REQ.050 |
Landing on a blue square does not trigger the mini game |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
LandingOnBlueSquareDoesNotTriggerMinigame |
Complete |
|
| ABE.01 |
REQ.051 |
Landing on a gray square does not trigger the mini game |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
LandingOnGraySquareDoesNotTriggerMinigame |
Complete |
|
| ABE.01 |
REQ.052 |
The player cannot continue their turn until the mini game is completed or exited |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
DiceDisabledDuringMinigame |
Complete |
|
| ABE.01 |
REQ.053 |
Completing the mini game will return a result that determines how much the pollution score is reduced |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
GameResumesAfterMinigameComplete |
Complete |
|
| ABE.01 |
REQ.054 |
The pollution score is reduced by the exact amount returned |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
CompletingMinigameReducesPollutionByCorrectAmount |
Complete |
|
| ABE.01 |
REQ.055 |
Pollution score cannot go below zero after reduction |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
PollutionScoreCannotGoBelowZero |
Complete |
|
| ABE.01 |
REQ.056 |
The updated pollution score is displayed after the mini game ends as well |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
ScoreUIUpdatesAfterMinigameComplete |
Complete |
|
| ABE.01 |
REQ.057 |
After the mini game finishes, normal gameplay resumes (end turn/ next player) |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
GameResumesAfterMinigameExit |
Complete |
|
| ABE.01 |
REQ.058 |
If the mini game fails to load or is exited by user, the score is not changed and game resumes |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs |
ExitingMinigameDoesNotChangeScore |
Complete |
|
| MG.02 |
REQ.059 |
When the player lands on the green square for Plant Trees, the Plant Trees minigame is displayed. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
LandingOnGreenSquareForPlantTreesDisplaysTheMinigame |
Complete |
|
| MG.02 |
REQ.060 |
The player can interact with the planting area to plant trees. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
PlayerCanInteractToPlantTrees |
Complete |
|
| MG.02 |
REQ.061 |
Planting trees shows visible feedback in the garden. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
PlantingTreesShowsVisibleFeedback |
Complete |
|
| MG.02 |
REQ.062 |
The minigame ends after five seconds. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
MinigameEndsAfterFiveSeconds |
Complete |
|
| MG.02 |
REQ.063 |
If the player exits early or closes the result page, the minigame closes and control returns to the main game. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
FinishingOrExitingClosesTheMinigameAndReturnsControl |
Complete |
|
| MG.02 |
REQ.064 |
The pollution reward is applied when more than 10 taps gives -2 |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
PollutionRewardIsAppliedBasedOnPerformance |
Complete |
|
| MG.02 |
REQ.065 |
The pollution reward is applied when 1 to 10 taps gives -1 |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
PollutionRewardIsAppliedBasedOnPerformance |
Complete |
|
| MG.02 |
REQ.066 |
The pollution reward is applied when 0 taps gives 0 |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
PollutionRewardIsAppliedBasedOnPerformance |
Complete |
|
| MG.02 |
REQ.068 |
The tree-planting/environment theme is clear from the minigame text and visuals. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs |
PlantingTreesThemeIsClearInVisualsAndText() |
Complete |
|
| GBM.05 |
REQ.069 |
When the player lands on a grey square, their pollution score increases by 1. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
GraySquareIncreasesSquareByOne |
Complete |
|
| GBM.05 |
REQ.070 |
The increase is applied once per landing. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
GreySquareAppliesOncePerLanding |
Complete |
|
| GBM.05 |
REQ.071 |
The pollution score does not exceed the maximum. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
ScoreDoesNotExceedMaximum |
Complete |
|
| GBM.05 |
REQ.072 |
The updated score is reflected in the UI. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
UpdatedScoreIsReflectedInUI |
Complete |
|
| GBM.05 |
REQ.073 |
Appropriate feedback is shown. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
AppropriateFeedbackIsShown |
Complete |
|
| GBM.05 |
REQ.074 |
Landing on green or blue squares does not increase pollution (unless a wrong answer on a blue card does so). |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
BlueSquareDoesNotIncreasePollutionByDefault |
Complete |
|
| GBM.05 |
REQ.074 |
Landing on green or blue squares does not increase pollution (unless a wrong answer on a blue card does so). |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs |
GreenSquareDoesNotIncreasePollution |
Complete |
|
| GBM.06 |
REQ.075 |
When the player lands on a green square, their pollution score decreases by 1. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
MinigameCompletionDecreasesScore |
Complete |
|
| GBM.06 |
REQ.076 |
The decrease is applied once per landing. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
MinigameCompletionDecreasesScore |
Complete |
|
| GBM.06 |
REQ.077 |
The pollution score does not go below 0 after the decrease. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
ScoreDoesNotGoBelowZero |
Complete |
|
| GBM.06 |
REQ.078 |
The updated score is reflected in the UI. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
UpdatedScoreIsReflectedInUI |
Complete |
|
| GBM.06 |
REQ.079 |
Appropriate feedback is shown. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
GreenSquareLaunchesMinigame |
Complete |
|
| GBM.06 |
REQ.080 |
Landing on grey or blue squares does not by itself decrease pollution (only correct quiz answers or green squares do). |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
GraySquareDoesNotLaunchMinigame |
Complete |
|
| GBM.06 |
REQ.080 |
Landing on grey or blue squares does not by itself decrease pollution (only correct quiz answers or green squares do). |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs |
BlueSquareDoesNotLaunchMinigame |
Complete |
|
| GBM.07 |
REQ.080 |
The player’s pollution score is always visible during gameplay. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs |
PollutionScoreIsAlwaysVisible |
Complete |
|
| GBM.07 |
REQ.081 |
The score is shown using Lungs and/or an AQHI-style bar. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs |
ScoreIsShownUsingAQHIBar |
Complete |
|
| GBM.07 |
REQ.082 |
As the score increases (e.g. landing on grey, wrong answer), the visual updates (e.g. lungs fill, bar rises) within a short time. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs |
VisualUpdatesWhenScoreIncreases |
Complete |
|
| GBM.07 |
REQ.083 |
As the score decreases (e.g. landing on green, correct answer), the visual updates (e.g. lungs clear, bar falls) within a short time. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs |
VisualUpdatesWhenScoreDecreases |
Complete |
|
| GBM.07 |
REQ.084 |
The score never appears out of the valid range. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs |
ScoreNeverExceedsValidRange |
Complete |
|
| GBM.07 |
REQ.085 |
The representation is readable and understandable. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs |
ScoreLabelIsReadableAndUnderstandable |
Complete |
|
| S.03 |
REQ.085 |
When any interactive button is pressed, a confirmation sound plays. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
ButtonPressPlaysConfirmationSound |
Complete |
|
| S.03 |
REQ.086 |
The sound plays immediately after the button press. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
SoundPlaysImmediatelyAfterButtonPress |
Complete |
|
| S.03 |
REQ.087 |
If the player presses multiple buttons quickly, the sounds do not overlap in a jarring way. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
MultipleButtonPressesDoNotOverlapJarringly |
Complete |
|
| S.03 |
REQ.088 |
The confirmation sound is affected by the sound effects volume setting. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
ConfirmationSoundAffectedByVolumeSettings |
Complete |
|
| S.03 |
REQ.089 |
If sound effects are muted, the confirmation sound does not play. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
ConfirmationSoundDoesNotPlayWhenMuted |
Complete |
|
| S.03 |
REQ.090 |
The sound is consistent across all buttons. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
SoundIsConsistentAcrossButtons |
Complete |
|
| S.03 |
REQ.090 |
The sound is consistent across all buttons. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs |
AllInteractiveButtonsPlaySound |
Complete |
|
| GBM.09 |
REQ.091 |
When an MCQ blue card is drawn, the UI displays the answer options |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
ShowsAnswerOptions_WhenTriviaCardDrawn |
Complete |
|
| GBM.09 |
REQ.092 |
When an MCQ card is shown, the Submit button starts disabled until the player selects an answer. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
ShowsAnswerOptions_WhenTriviaCardDrawn |
Complete |
|
| GBM.09 |
REQ.093 |
The player can select exactly one answer at a time; selecting a new option unselects the previous option |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
SelectingAnswer_VisuallyIndicatesOnlyOneSelected |
Complete |
|
| GBM.09 |
REQ.094 |
Selecting an answer applies a clear selected-state visual indicator |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
SelectingAnswer_VisuallyIndicatesOnlyOneSelected |
Complete |
|
| GBM.09 |
REQ.095 |
After an answer is selected, Submit becomes enabled. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
AfterSelection_SubmitEvaluatesAndLocksIn |
Complete |
|
| GBM.09 |
REQ.096 |
After submitting, the answer buttons are locked (disabled) and the submit button is disabled (prevents changing/resubmitting). |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
AfterSelection_SubmitEvaluatesAndLocksIn |
Complete |
|
| GBM.09 |
REQ.097 |
A fact card does not display MCQ answer options (no answer-option buttons for fact cards) |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
FactCard_DoesNotShowMCQOptions |
Complete |
|
| GBM.09 |
REQ.098 |
A fact card displays the fact UI element |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs |
FactCard_DoesNotShowMCQOptions |
Complete |
|
| ACC.01 |
REQ.099 |
The in-game UI includes an enabled Settings button |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
InGameUI_Has_SettingsButton |
Complete |
|
| ACC.01 |
REQ.100 |
The Settings UI contains a Large Text toggle |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
SettingsUI_Has_Toggle_And_CloseButton |
Complete |
|
| ACC.01 |
REQ.101 |
The Settings UI contains a Close button |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
SettingsUI_Has_Toggle_And_CloseButton |
Complete |
|
| ACC.01 |
REQ.102 |
Clicking the Settings button shows the Settings UI and hides the in-game UI |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
ClickSettingsButton_ShowsSettings_HidesInGame |
Complete |
|
| ACC.01 |
REQ.103 |
Turning Large Text ON applies the large-font stylesheet to both Settings UI and In-game UI |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
ToggleLargeText_AppliesFontLargeStyleSheet |
Complete |
|
| ACC.01 |
REQ.104 |
Turning Large Text OFF removes the large-font stylesheet from both Settings UI and In-game UI |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
ToggleLargeText_AppliesFontLargeStyleSheet |
Complete |
|
| ACC.01 |
REQ.105 |
Large Text preference persists: if ACC01_LargeText is 1, the large-font stylesheet is automatically applied on scene reload |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs |
Persistence_LargeText_AppliedOnReload |
Complete |
|
| GBM.10 |
REQ.106 |
A player can start the game by choosing a character. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT1_PlayerTokenExistsAtStart |
Complete |
|
| GBM.10 |
REQ.107 |
The player rolls a dice and moves forward. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT2_PlayerMovesForward |
Complete |
|
| GBM.10 |
REQ.108 |
On a grey spot, the player grabs a pom pom (representing air pollution). |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT3_GraySquare_IncreasesScore |
Complete |
|
| GBM.10 |
REQ.109 |
On a blue spot, the player picks a card which can either have a fact or a question. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT4_BlueSquare_OpensCardUI |
Complete |
|
| GBM.10 |
REQ.110 |
Upon getting a question, if the player answers it correctly, then the player can remove one of the air pollution from the cup. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT5_CorrectAnswer_DecreasesScore |
Complete |
|
| GBM.10 |
REQ.111 |
If the player answers it incorrectly, the player has to move back by one spot. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT6_WrongAnswer_MovesBackOne |
Complete |
|
| GBM.10 |
REQ.112 |
The game continues this way. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT7_GameContinues_DiceButtonExists |
Complete |
|
| GBM.10 |
REQ.113 |
When the game ends, the number of air pollution pom poms that the player finally has, determine the points of the player. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT8_EndGame_ShowsFinalScore |
Complete |
|
| GBM.10 |
REQ.114 |
The game will check the corresponding AQHI with the number of air pollution pom poms collected. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs |
AT9_AQHILabelMatchesScoreValue |
Complete |
|
| GBM.11 |
REQ.115 |
When the player answers a blue card (trivia) incorrectly, their token moves backward exactly one space on the path. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs |
AT1_WrongAnswer_MovesBackExactlyOne |
Complete |
|
| GBM.11 |
REQ.116 |
The backward move is applied after the wrong-answer feedback. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs |
AT2_Backstep_HappensAfterFeedbackDismiss |
Complete |
|
| GBM.11 |
REQ.117 |
If the player is on position 1 (Start), they do not move backward. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs |
AT3_AtStart_NoBackwardMove |
Complete |
|
| GBM.11 |
REQ.118 |
The pollution score still increases by 1 for the wrong answer. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs |
AT4_WrongAnswer_IncreasesScoreBy1 |
Complete |
|
| GBM.11 |
REQ.119 |
There is clear visual or audio feedback that the answer was wrong before or during the backward move. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs |
AT5_ShowsIncorrectFeedbackBeforeMove |
Complete |
|
| GBM.11 |
REQ.120 |
The player’s new position is correct and visible on the board after the move. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs |
AT6_PositionUpdatedAfterBackwardMove |
Complete |
|
| GBM.13 |
REQ.121 |
After the player selects an answer on a blue card (trivia), an explanation message is shown. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs |
AT1_FeedbackAppearsAfterSubmit |
Complete |
|
| GBM.13 |
REQ.122 |
The message appears immediately after the answer is selected and submitted. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs |
AT2_FeedbackNotVisibleBeforeSubmit |
Complete |
|
| GBM.13 |
REQ.123 |
For a correct answer, the message explains why it is right. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs |
AT3_CorrectAnswerShowsCorrectState |
Complete |
|
| GBM.13 |
REQ.124 |
For an incorrect answer, the message explains why it is wrong and what the correct idea is. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs |
AT4_IncorrectAnswerShowsIncorrectState |
Complete |
|
| GBM.13 |
REQ.125 |
The message stays visible until the player dismisses it. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs |
AT5_FeedbackPersistsUntilDismissed_AndLocksInputs |
Complete |
|
| SET.01 |
REQ.125 |
A background music volume control exists in Settings. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs |
SettingsUI_Has_Music_Slider |
Complete |
|
| SET.01 |
REQ.126 |
Changing the setting immediately adjusts the background music volume in-game. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs |
Adjust_Slider_Changes_Volume |
Complete |
|
| SET.01 |
REQ.127 |
Setting the volume to 0 silences the background music completely. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs |
Zero_Volume_Mutes_Music |
Complete |
|
| SET.01 |
REQ.128 |
If master volume (SET.02) is set to 0, background music is also muted regardless of this setting. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs |
Zero_Main_Volume_Mutes_Music |
Complete |
|
| SET.01 |
REQ.129 |
The chosen volume is saved and persists after the player starts a new game. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs |
Test_Volume_Save |
Complete |
|
| SET.02 |
REQ.130 |
A master volume control exists in Settings. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs |
SettingsUI_Has_Main_Slider |
Complete |
|
| SET.02 |
REQ.131 |
Changing the master volume affects all game sounds (background music, sound effects). |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs |
Main_Volume_Acts_As_Multiplier |
Complete |
|
| SET.02 |
REQ.132 |
Setting master volume to 0 silences all audio in the game. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs |
Zero_Volume_Mutes_All_Sound |
Complete |
|
| SET.02 |
REQ.133 |
The master volume acts as a multiplier on other volume settings. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs |
Main_Volume_Acts_As_Multiplier |
Complete |
|
| SET.02 |
REQ.134 |
The chosen volume is saved and persists after the player closes and reopens the game. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs |
Test_Volume_Save |
Complete |
|
| SET.02 |
REQ.135 |
Adjusting master volume does not reset or change the individual volume settings. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs |
Main_Volume_Does_Not_Change_Other_Settings_Directly |
Complete |
|
| SET.03 |
REQ.136 |
A sound effects volume control exists in Settings. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs |
SettingsUI_Has_SFX_Slider |
Complete |
|
| SET.03 |
REQ.137 |
Changing the setting immediately adjusts the volume of all sound effects. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs |
Adjust_Slider_Changes_Volume |
Complete |
|
| SET.03 |
REQ.138 |
Setting the volume to 0 or mute silences all sound effects. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs |
Zero_Volume_Mutes_Sound_Effects |
Complete |
|
| SET.03 |
REQ.139 |
If master volume (SET.02) is set to 0, sound effects are also muted regardless of this setting. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs |
Zero_Main_Volume_Mutes_Sound_Effects |
Complete |
|
| SET.03 |
REQ.140 |
The chosen volume is saved and persists after the player closes and reopens the game. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs |
Test_Volume_Save |
Complete |
|
| SET.03 |
REQ.141 |
Changing this setting does not affect background music volume. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs |
SFX_Slider_Does_Not_Effect_Music |
Complete |
|
| ABE.13 |
REQ.142 |
The player can choose Ranger on the character selection screen before the game starts. |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs |
ABE13_1_PlayerCanChooseRangerBeforeGameStarts |
Complete |
|
| ABE.13 |
REQ.143 |
When the Ranger lands on a Wildfire (grey) spot, they take no pollution |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs |
ABE13_2_RangerTakesNoPollutionDamageOnWildfireGreySpot |
Complete |
|
| ABE.13 |
REQ.144 |
Non-Ranger characters still take pollution damage on Wildfire (grey) spots. |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs |
ABE13_2_RangerTakesNoPollutionDamageOnWildfireGreySpot |
Complete |
|
| ABE.13 |
REQ.145 |
When the Ranger lands on a “Plant Trees” (Green) spot, they remove double the usual pollution. |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs |
ABE13_3_NonRangerStillTakesPollutionDamageOnWildfireGreySpot |
Complete |
|
| ABE.13 |
REQ.146 |
The Ranger’s abilities are described on the character selection screen.
|
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs |
ABE13_3_RangerRemovesDoubleUsualPollutionOnPlantTreesGreenSpot |
Complete |
|
| ABE.13 |
REQ.147 |
During the game, the avatar and theme reflect the Ranger.
|
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs |
ABE13_4_RangerAbilitiesAreDescribedOnCharacterSelectionScreen |
Complete |
|
| ABE.11 |
REQ.148 |
The player can choose Cyclist on the character selection screen before the game starts.
|
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs |
CyclistIsSelectableOnCharacterScreen |
Complete |
|
| ABE.11 |
REQ.149 |
After selecting the cyclist, the game shows the cyclist on the Game Board |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs |
SelectingCyclistLoadsGameWithCyclist |
Complete |
|
| ABE.11 |
REQ.150 |
When the Cyclist lands on a Green spot, they move +1 extra space automatically
|
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs |
CyclistMovesPlusOneAfterGreenSquare |
Complete |
|
| ABE.11 |
REQ.151 |
When the Cyclist lands on a “Car/Traffic” Grey spot, they take zero pollution damage |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs |
CyclistTakesZeroDamageOnCarTrafficGreySpot |
Complete |
|
| ABE.11 |
REQ.152 |
The Cyclist’s abilities are described on the character selection screen and behave as described in the game design. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs |
CyclistAbilityIsDescribedOnCharacterScreen |
Complete |
|
| ABE.11 |
REQ.153 |
During the game, the avatar and theme reflect the Cyclist |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs |
CyclistAvatarReflectedInGame |
Complete |
|
| ABE.06 |
REQ.154 |
A player beats the boss only if they answer all three questions correctly. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs |
AllThreeCorrect_PlayerBeatsBoss |
Complete |
|
| ABE.06 |
REQ.155 |
If the player answers all three correctly: the win state is shown |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs |
AllThreeCorrect_WinStateShown |
Complete |
|
| ABE.06 |
REQ.156 |
If the player answers one or more questions incorrectly: the player does not beat the boss |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs |
OneIncorrect_PlayerDoesNotBeatBoss |
Complete |
|
| ABE.06 |
REQ.157 |
After a win, the player returns to the board and can continue moving |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs |
AfterWin_PlayerReturnsToBoard_CanContinue |
Complete |
|
| ABE.06 |
REQ.158 |
After a loss, the player also returns to the board and gameplay continues |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs |
AfterLoss_PlayerReturnsToBoard_GameplayContinues |
Complete |
|
| ABE.07 |
REQ.159 |
The player loses the boss battle if they answer one or more questions incorrectly out of the three |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
OneIncorrectAnswer_PlayerLoses |
Complete |
|
| ABE.07 |
REQ.160 |
Losing occurs as soon as the first incorrect answer is submitted (the player does not need to answer all three to lose). |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
FirstIncorrect_EndsBattleImmediately_NoRemainingQuestions |
Complete |
|
| ABE.07 |
REQ.161 |
A clear lose state is shown (e.g. "Incorrect answer!"). |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
LoseState_ShowsIncorrectMessage |
Complete |
|
| ABE.07 |
REQ.162 |
If the player answers question 1 correctly and question 2 incorrectly, they lose; they do not beat the boss. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
Q1CorrectQ2Incorrect_PlayerLoses |
Complete |
|
| ABE.07 |
REQ.163 |
If the player answers all three incorrectly, they lose. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
AllThreeIncorrect_PlayerLoses |
Complete |
|
| ABE.07 |
REQ.164 |
If the player answers two correctly and one incorrectly (in any order), they lose. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
TwoCorrectOneIncorrect_PlayerLoses |
Complete |
|
| ABE.07 |
REQ.165 |
After losing, the player returns to the board and gameplay continues. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
AfterLose_PlayerReturnsToBoard_GameplayContinues |
Complete |
|
| ABE.07 |
REQ.166 |
The boss battle is considered finished on loss; the player does not continue answering the remaining questions after an incorrect answer. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs |
BattleFinishedOnLoss_NoRemainingQuestionsShown |
Complete |
|
| ABE.12 |
REQ.167 |
The player can choose Scientist on the character selection screen before the game starts. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs |
ScientistIsSelectableOnCharacterScreen |
Complete |
|
| ABE.12 |
REQ.168 |
The player has a “Sensor” button that can be used at most twice per game to reveal the correct answer to a difficult Quiz Card. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs |
SensorButtonAppearsOnQuizCards |
Complete |
|
| ABE.12 |
REQ.169 |
After two uses, the button is disabled or clearly indicated as unavailable. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs |
SensorButtonDisabledAfterTwoUses |
Complete |
|
| ABE.12 |
REQ.170 |
The Scientist’s ability is described on the character selection screen and works only on quiz/question cards, not on fact-only cards. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs |
SensorDoesNotWorkOnFactCards |
Complete |
|
| ABE.12 |
REQ.171 |
During the game, the avatar and theme reflect the Scientist. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs |
SelectingScientistLoadsGameWithScientist |
Complete |
|
| UI.05 |
REQ.172 |
When present the pause button is located in the top right |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/UI/UI05_Unify_The_UI.cs |
PrimaryButtonsUseConsistentStyling |
Complete |
|
| UI.05 |
REQ.173 |
The main title text uses the same font whenever present in the game |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/UI/UI05_Unify_The_UI.cs |
TitleTextUsesConsistentFontAcrossScenes |
Complete |
|
| UI.05 |
REQ.174 |
Font color and size is used consistently |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/UI/UI05_Unify_The_UI.cs |
ButtonFontSizeIsConsistentAcrossScenes |
Complete |
|
| MP.04 |
REQ.175 |
(Assuming the card pool is not exhausted) Each blue card (fact or question) is shown to only one player during the game, the one who landed on the blue square |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP04_No_Repeat_Questions.cs |
EachCardShownOnceBeforeDeckEmpty |
Complete |
|
| MP.04 |
REQ.176 |
If the blue card pool is exhausted, the game re-adds in all of the blue game cards that were present at the start of the game. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP04_No_Repeat_Questions.cs |
DeckRefilledWhenEmpty |
Complete |
|
| MP.04 |
REQ.177 |
Questions are drawn fairly (random from unseen pool) so no player is systematically favored. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP04_No_Repeat_Questions.cs |
CardsDrawnFairly |
Complete |
|
| ACC.02 |
REQ.178 |
Speaker button appears on fact/question cards. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs |
SpeakerButtonAvailableOnMCQ |
Complete |
|
| ACC.02 |
REQ.179 |
Speaker button appears on fact/question cards. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs |
SpeakerButtonAvailableOnFact |
Complete |
|
| ACC.02 |
REQ.180 |
Press plays TTS for the current card’s text. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs |
SpeakerButtonPlaysTTS |
Complete |
|
| ACC.02 |
REQ.181 |
Press again stops (or restarts) without overlapping audio. |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs |
SecondTTSUseStopsTTS |
Complete |
|
| ACC.02 |
REQ.182 |
Switching cards reads the new card (old audio stops). |
Ben |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs |
ClosingCardStopsTTS |
Complete |
|
| MP.01 |
REQ.183 |
The player can start a multiplayer game with 2 or 3 total players, where 1 or 2 are bots. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
CanStart2PlayerGame(), CanStart3PlayerGame() |
Complete |
|
| MP.01 |
REQ.184 |
Bots take turns in the same order as human players. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
PlayersTakeTurnsInOrder() |
Complete |
|
| MP.01 |
REQ.185 |
When it is a bot's turn, the bot rolls the dice and moves automatically (without any human's input). |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
OnlyCurrentPlayerCanMove() |
Complete |
|
| MP.01 |
REQ.186 |
Each bot has its own token, position, and pollution score. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
EachPlayerHasSeparateToken() |
Complete |
|
| MP.01 |
REQ.187 |
When a bot lands on a blue square, the bot answers the question automatically. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
TurnOrderRepeatsUntilGameEnds() |
Complete |
|
| MP.01 |
REQ.188 |
Bots apply the same board rules as the humans. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
CurrentPlayerIsIndicatedInUI() |
Complete |
|
| MP.01 |
REQ.189 |
The game supports 1 human + 1 bot or 1 human + 2 bots. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
OnlyCurrentPlayerCanMove() |
Complete |
|
| MP.01 |
REQ.190 |
The current turn (human or bot) is clearly indicated. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
OnlyCurrentPlayerSeesBlueCard() |
Complete |
|
| MP.01 |
REQ.191 |
Bot turns complete within a reasonable time so the game does not feel stuck. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs |
GameSupportsExactly2Or3Players() |
Complete |
|
| MP.03 |
REQ.192 |
In multiplayer, the player with the lowest pollution score when the game ends is the winner. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
LowestPollutionScoreWins() |
Complete |
|
| MP.03 |
REQ.194 |
If two or more players tie for the lowest pollution score, the winner is defined. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
TieForLowestScoreProducesTie() |
Complete |
|
| MP.03 |
REQ.195 |
The pollution score is the Lung Meter / pompom count (0–10); lower is better. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
PollutionScoreRangeIs0To10() |
Complete |
|
| MP.03 |
REQ.196 |
Pollution scores are updated correctly for each player as they land on green, grey, and blue squares. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
PollutionScoreUpdateOnGreenSquare(), PollutionScoreUpdateOnGraySquare(), PollutionScoreUpdateOnBlueSquareCorrect() |
Complete |
|
| MP.03 |
REQ.197 |
The winner is clearly announced at the end of the game. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
WinnerAnnouncedAtGameEnd() |
Complete |
|
| MP.03 |
REQ.198 |
All players can see final scores (or at least who won) at game end. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
AllPlayersFinalScoresVisible() |
Complete |
|
| MP.03 |
REQ.199 |
The win condition uses pollution score only (or as the primary tiebreaker), not board position alone. |
Sridhar |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs |
WinConditionUsesPollutionScoreOnly() |
Complete |
|
| MG.01 |
REQ.200 |
When the player enters the wind/smoke minigame (e.g. boss battle or designated trigger), the minigame loads and appears. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
StayInsideMinigameExistsInScene |
Complete |
|
| MG.01 |
REQ.201 |
The player can interact to clear smoke. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
MinigameNameMatchesUserStory |
Complete |
|
| MG.01 |
REQ.202 |
Animations for smoke and wind interaction run correctly and are visible. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
TapsOnWindAreaReduceSmoke |
Complete |
|
| MG.01 |
REQ.203 |
The minigame has a clear win condition (e.g. clear 75% of smoke in 12 seconds, or meet a target). |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
PollutionReductionTiersMatchSpec |
Complete |
|
| MG.01 |
REQ.204 |
When the player finishes the minigame (win or time limit), the minigame closes and the main game continues. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
ExitButtonStopsMinigame |
Complete |
|
| MG.01 |
REQ.205 |
The minigame exits cleanly when completed or when the player exits (if allowed); the main game does not get stuck. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
InstructionsMentionWindOrSwipe |
Complete |
|
| MG.01 |
REQ.206 |
The theme (wind blowing away smoke, interacting with pollution) is clear in the minigame’s visuals and interactions. |
Ipsa |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs |
SmokeCloudsContainerAndPuffsExist |
Complete |
|
| MG.06 |
REQ.207 |
When the player lands on a green square that triggers the ride a bike minigame |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
RideBikeMinigameExistsInScene |
Complete |
|
| MG.06 |
REQ.208 |
The player can tap to pedal/control the bike |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
TapAreaExistsAndIsInteractable |
Complete |
|
| MG.06 |
REQ.209 |
Tapping the tap area increases distance travelled |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
TappingTapAreaIncreasesDistance |
Complete |
|
| MG.06 |
REQ.210 |
Visual feedback shows the bike moving or pedaling animation |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
ProgressBarUpdatesOnTap |
Complete |
|
| MG.06 |
REQ.211 |
Visual feedback shows the bike moving or pedaling animation |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
VisualFeedbackElementsExist |
Complete |
|
| MG.06 |
REQ.212 |
The minigame ends when the player travels 50 metres |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
ExitButtonClosesMinigame |
Complete |
|
| MG.06 |
REQ.213 |
When the player finishes the minigame (or exits early), the minigame closes and the main game resumes |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
EarlyExitFiresOnMinigameExited |
Complete |
|
| MG.06 |
REQ.214 |
The pollution reward (−1 or −2 based on distance) is applied after the minigame ends — full reward at 50m |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
PollutionRewardTier_Full_50m |
Complete |
|
| MG.06 |
REQ.215 |
The pollution reward (−1 or −2 based on distance) is applied after the minigame ends — half reward at 25m |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
PollutionRewardTier_Half_25m |
Complete |
|
| MG.06 |
REQ.216 |
The pollution reward (−1 or −2 based on distance) is applied after the minigame ends — zero reward under 25m |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
PollutionRewardTier_Zero_Under25m |
Complete |
|
| MG.06 |
REQ.217 |
The theme (riding a bike, reducing car emissions, clean transportation) is clear in the minigame's visuals and text |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
TitleReferencesBikingTheme |
Complete |
|
| MG.06 |
REQ.218 |
The theme (riding a bike, reducing car emissions, clean transportation) is clear in the minigame's visuals and text |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
SceneContainsBikingVisuals |
Complete |
|
| MG.06 |
REQ.219 |
Performance feedback is displayed at the end |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
ResultLabelExistsInUI |
Complete |
|
| MG.06 |
REQ.220 |
Performance feedback contains positive message on goal reached |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
ResultLabelContainsPositiveFeedbackOnGoal |
Complete |
|
| MG.06 |
REQ.221 |
Performance feedback shows distance biked |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
ResultLabelContainsDistanceBiked |
Complete |
|
| MG.06 |
REQ.222 |
Performance feedback is displayed at the end |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
ResultLabelExistsInUI |
Complete |
|
| MG.06 |
REQ.223 |
Timer counts down during gameplay |
Maansi |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs |
TimerCountsDownDuringGame |
Complete |
|
| MG.05 |
REQ.224 |
When the player enters the “Use a Mask” minigame, the minigame loads and appears. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
UseMaskMinigameExistsInScene() |
Complete |
|
| MG.05 |
REQ.225 |
The minigame shows a face and three mask options. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
MinigameShowsFaceAndThreeMaskOptions() |
Complete |
|
| MG.05 |
REQ.226 |
The player can drag and drop a mask onto the face. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
CorrectMaskSnapsToFace() |
Complete |
|
| MG.05 |
REQ.227 |
Dropping an incorrect mask resets it and shows incorrect feedback. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
IncorrectMaskResetsToStartAndShowsFeedback() |
Complete |
|
| MG.05 |
REQ.228 |
Dropping the correct mask snaps it to the face. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
CorrectMaskSnapsToFace() |
Complete |
|
| MG.05 |
REQ.229 |
On success, the minigame closes and applies pollution reduction of 1. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
SuccessCompletesMinigameWithPollutionReductionOfOne() |
Complete |
|
| MG.05 |
REQ.230 |
On failure after the allowed attempts, the minigame closes with no pollution change. |
Pouyan |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs |
FailureAfterTwoIncorrectAttemptsCompletesWithNoPollutionChange() |
Complete |
|
| MG.04 |
REQ.231 |
The user is prompted with a selection of three energy sources |
Eric |
|
|
Complete |
|
| MG.04 |
REQ.232 |
The user may select an energy source by clicking on it |
Eric |
|
|
Complete |
|
| MG.04 |
REQ.233 |
The user is rewarded if they select the clean source |
Eric |
|
|
Complete |
|
| MG.04 |
REQ.234 |
There is a brief animation and sound on success or failure |
Eric |
|
|
Complete |
|
| MG.04 |
REQ.235 |
The user loses pollution if they succeed |
Eric |
|
|
Complete |
|
| MG.04 |
REQ.236 |
The user gains pollution if they fail |
Eric |
|
|
Complete |
|
| MG.07 |
REQ.237 |
The user gains 1 point for each second a light is left on |
Eric |
|
|
Complete |
|
| MG.07 |
REQ.238 |
The light turns off whenever the user presses it. |
Eric |
|
|
Complete |
|
| MG.07 |
REQ.239 |
Randomly, the lights are turned on by NPCs that run around between the rooms |
Eric |
|
|
Complete |
|
| MG.07 |
REQ.240 |
If the user has too many points at the end, they gain 1 pollution point |
Eric |
|
|
Complete |
|
| MG.07 |
REQ.241 |
If the user has less then 25 points at the end they lose 1 pollution point |
Eric |
|
|
Complete |
|
| ABE.08 |
REQ.242 |
After a boss battle ends (win or lose), the player can see which questions they got wrong. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs |
AT1_AfterBattleEnds_PlayerCanSeeWrongQuestions |
Complete |
|
| ABE.08 |
REQ.243 |
After a boss battle ends (win or lose), the player can see which questions they got wrong. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs |
AT2_IncorrectAnswers_ShowCorrectAnswersInFeedback |
Complete |
|
| ABE.08 |
REQ.244 |
The player can read the feedback before returning to normal gameplay. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs |
AT3_FeedbackVisibleUntilPlayerContinues |
Complete |
|
| ABE.08 |
REQ.245 |
The feedback is shown only after the battle has ended, not during the three questions. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs |
AT4_FeedbackNotShownDuringThreeQuestions |
Complete |
|
| ABE.08 |
REQ.246 |
If the player answered all three correctly, an "All correct!" screen is shown. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs |
AT5_AllThreeCorrect_ShowsAllCorrectScreen |
Complete |
|
| ABE.09 |
REQ.247 |
When the game is set to Hard difficulty, questions come from the hard/difficult question set. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT1_HardDifficulty_UsesHardQuestionSet |
Complete |
|
| ABE.09 |
REQ.248 |
Hard difficulty applies to blue-card questions and, if applicable, boss-battle questions. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT2_HardDifficulty_AppliesToBlueCards_AndBossIfApplicable |
Complete |
|
| ABE.09 |
REQ.249 |
The difficulty does not change mid-game unless the player changes settings. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT3_DifficultyDoesNotChangeMidGame |
Complete |
|
| ABE.09 |
REQ.250 |
The current difficulty (Hard) is visible somewhere on the screen itself. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT4_HardDifficulty_IsVisibleOnScreen |
Complete |
|
| ABE.09 |
REQ.251 |
At least one hard question is shown during a typical game when Hard is selected. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT5_AtLeastOneHardQuestion_ShownWhenHardSelected |
Complete |
|
| ABE.09 |
REQ.252 |
When the player selects Medium, the game asks questions from the Medium set. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT6_MediumDifficulty_UsesMediumQuestionSet |
Complete |
|
| ABE.09 |
REQ.253 |
Medium difficulty is used for normal blue-card questions and boss questions (if boss questions are used). |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT7_MediumDifficulty_AppliesToBlueCards_AndBossIfApplicable |
Complete |
|
| ABE.09 |
REQ.254 |
The difficulty stays on Medium during the game unless the player changes it in settings. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT8_MediumDifficulty_DoesNotChangeMidGame |
Complete |
|
| ABE.09 |
REQ.255 |
The player can clearly tell they are on Medium from what is shown on screen. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT9_MediumDifficulty_IsVisibleOnScreen |
Complete |
|
| ABE.09 |
REQ.256 |
In a normal Medium game, the player will see at least one Medium question. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs |
AT10_AtLeastOneMediumQuestion_ShownWhenMediumSelected |
Complete |
|
| ABE.10 |
REQ.257 |
When the game is set to Easy difficulty, questions come from the easy question set. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs |
AT1_EasyDifficulty_UsesEasyQuestionSet |
Complete |
|
| ABE.10 |
REQ.258 |
Easy difficulty applies to blue-card questions and, if applicable, boss-battle questions. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs |
AT2_EasyDifficulty_AppliesToBlueCards_AndBossIfApplicable |
Complete |
|
| ABE.10 |
REQ.259 |
The difficulty does not change mid-game unless the player changes settings. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs |
AT3_DifficultyDoesNotChangeMidGame |
Complete |
|
| ABE.10 |
REQ.260 |
The current difficulty (Easy) is visible somewhere on the screen itself. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs |
AT4_EasyDifficulty_IsVisibleOnScreen |
Complete |
|
| ABE.10 |
REQ.261 |
At least one easy question is shown during a typical game when Easy is selected. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs |
AT5_AtLeastOneEasyQuestion_ShownWhenEasySelected |
Complete |
|
| MG.03 |
REQ.262 |
When the player lands on a green square, the Public Transportation minigame is displayed. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
LandingOnGreenSquareDisplaysPublicTransportationMinigame |
Complete |
|
| MG.03 |
REQ.263 |
The player sees three transportation lanes: Car, Bus, and Metro. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
PlayerSeesThreeTransportationLanesCarBusAndMetro |
Complete |
|
| MG.03 |
REQ.264 |
The player can move between lanes during the minigame using keyboard input, and swipe input on touch devices. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
PlayerCanMoveBetweenLanesDuringTheMinigame |
Complete |
|
| MG.03 |
REQ.265 |
If the player finishes the minigame in the Metro lane, the pollution score decreases by 2. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
FinishingInMetroLaneReducesPollutionByTwo |
Complete |
|
| MG.03 |
REQ.266 |
If the player finishes the minigame in the Bus lane, the pollution score decreases by 1. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
FinishingInBusLaneReducesPollutionByOne |
Complete |
|
| MG.03 |
REQ.267 |
If the player finishes the minigame in the Car lane, the pollution score does not decrease. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
FinishingInCarLaneDoesNotReducePollution |
Complete |
|
| MG.03 |
REQ.268 |
If the player hits an obstacle, the minigame shows end feedback with no pollution reduction. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
HittingObstacleShowsEndFeedbackWithNoPollutionReduction |
Complete |
|
| MG.03 |
REQ.269 |
After viewing the end feedback, the player can dismiss the minigame and return to the board. |
Vikasini |
W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs |
AfterViewingEndFeedbackPlayerCanDismissMinigameAndReturnToBoard |
Complete |
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