Additionally, to further speed up testing:steveshaw wrote:My wife, who was a professional software tester before retirement, suggests the following to try to deal with your unfortunate constraints.IainMcNeil wrote:Apple allow 100 devices across all our games and developers... no special cases, no ability to have more. I have 4 devices on my own...
We're struggling to come up with a plan for how to deal with this with the number of games we have coming and how large developers & publishers cope. I assume they don't do any external testing and do it all internally.
1. Prioritise volunteers who have played the game before on other platforms, they will be able to prove the game out faster.
2. Set strict deadlines for responses from the testers and disqualify those who do not provide assessments of defects to your timescales. Replace the disqualified testers with others from the queue of volunteers and set them new strict deadlines.
3. Keep beta test phases short so that you can schedule more games to be tested per unit time.
4. Publish lists of known defects to the beta testers, so that these external testers do not waste time following known failure paths.
I consider these suggestions to be useful under the circumstances.
5. There will inevitably some aspects of the game that you anticipate will receive less attention from beta testers. List those "backwater" aspects and allocate one or more aspects to each beta tester for them to thoroughly include in their test activities.