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Playtest Checklist

Agents can run tests and probes. They cannot feel the game. Any PR that touches flight, driving, combat rhythm, or UI responsiveness must be validated against this checklist by a human pressing keys and watching the screen. Tests green + build green != feel green.

Check each item. Unchecked items are failures. Add notes for anything that borders on "fine but off."

Fixed-wing (per aircraft: A-1 Skyraider, AC-47 Spooky, F-4 Phantom)

  • Spawns parked on runway, oriented correctly, no ground clipping
  • Parking stand, taxiway, and runway start share a usable height; no hilly taxi path blocks runway lineup
  • Full throttle (W) accelerates smoothly, no hitching
  • Rotation: pull up (Arrow Up) near Vr and aircraft lifts off within ~10 s of full throttle (prop) / ~9 s (jet)
  • Takeoff roll and liftoff do not clip through rising terrain or runway shoulders
  • Pitch response feels proportional to stick, not mushy, not snappy
  • Pitch response does not feel stiff or step-like at high speed
  • Banks cleanly left/right (Arrow Left/Right) without over-rolling
  • Releasing bank with auto-level on returns aircraft to roughly level within 3 s
  • Holds altitude hands-off at cruise with ~70% throttle and auto-level on, without repeated bounce/porpoise after reaching the target band
  • Camera and horizon remain visually stable at speed; no persistent screen shake from simulation/render stepping
  • Recovers from gentle dive (nose down + release) without stalling
  • Stall warning and recovery feel reasonable, not abrupt
  • Landing: approach, flare, touchdown without excessive bounce
  • Grounded exit places player beside aircraft without clipping into the model
  • In-flight emergency bailout does not teleport directly to terrain; follow-up state is understandable
  • Releasing W/throttle before or during exit does not leave infantry locked in forward walk
  • AC-47 orbit hold (if playable): turns steadily around anchor, no radius drift

Helicopter (per aircraft: UH-1, AH-1, UH-1C)

  • Enter/exit does not leave stale vehicle state, stale HUD, or stuck infantry movement
  • Rotor visuals spool up/down believably; parked or exited helicopter does not keep flight-RPM blades forever
  • Rotor blur/high-RPM presentation reads fast enough during flight
  • Lift off smoothly with collective up, no jitter
  • Hovers stably with collective centered (minor drift OK, no snap)
  • Cyclic forward/back/left/right response feels linear
  • Yaw pedals turn nose without coupling into unwanted roll
  • Door gunner (where applicable) tracks targets cleanly
  • Squad deploy prompt shows/hides at expected hover heights, no flicker
  • Landing settles onto pad without bounce or tip

Squad combat

  • Nearby NPCs read close to player scale in ground FPS view; they no longer look like oversized billboards
  • NPC feet appear grounded on flat terrain; visual body does not hover after the billboard scale change
  • NPC movement reads like infantry pace: no repeated 9-10m/s bursts, no skating across slopes, and no visible hover during close/medium-range terrain corrections
  • NPC head/torso/tracer height lines up with the visible sprite; no persistent above-head firing
  • AI engages within 2 s of first sight
  • Fire rate, burst cadence, and weapon sounds match the weapon
  • Hit indicators fire on every hit; no silent hits
  • No visible frame stutter during firefights (30+ combatants)
  • Cover usage looks intentional, not spinning or stuck
  • Nearby friendly and enemy soldiers stay visually grounded on steep hillsides; no phasing into terrain or floating while moving uphill/downhill

Modes and flow

  • Open Frontier -> Zone Control -> TDM mode switches without reload hang
  • Respawn -> vehicle pickup -> vehicle exit -> respawn loop works in each mode
  • Mobile: touch joystick, flight mode toggle, and vehicle action bar all responsive
  • Minimap updates in sync with world (no lagging icons)

General perceptual checks

  • Build source is recorded: local dev, local preview, or live production
  • If this playtest informs a release, live production has been checked after deploy; local preview evidence alone is not treated as live-site truth
  • Renderer backend resolved as expected: default 'webgpu' on a current Chrome/Edge/Firefox 147+/Safari 18.2+ should report a WebGPU adapter at startup (check via the renderer-capabilities diagnostic / console). On a non-WebGPU browser (Safari < 26, Firefox < 147, iOS 17, or ?renderer=webgpu-force-webgl), the game must still boot via the automatic WebGL2 fallback with no console errors. Strict mode (?renderer=webgpu-strict) should refuse the fallback and surface the rejection loudly — it is for evidence captures, not for play.
  • Desktop ground-FPS mouse look works in a normal browser through pointer lock
  • Embedded/in-app browser playtest either obtains pointer lock or exposes a usable drag-look/fallback path
  • Frame pacing feels smooth (no ~300 ms spikes every few seconds)
  • No audio pops, clipped effects, or missing cues
  • No visible flicker on HUD, vehicle indicators, or reticle
  • Fog/cloud density does not hide nearby terrain, airfield surface problems, or aircraft readability
  • Clouds read as a broad sky layer in every mode, with no hard horizon divider; Open Frontier/combat120 haze is acceptable only if it still reads as cloud/weather
  • Terrain/camera collision prevents below-ground clipping; if clipping happens, record location/mode separately from water quality
  • Water looks acceptable when viewed normally; seeing a bad full-water view after clipping is recorded as clipping exposure plus a separate water-rendering note
  • A Shau clearly loads real terrain/DEM data before judging airfield, fog, or cloud readability; do not sign off A Shau from fallback/flat terrain
  • A Shau route/NPC movement is judged separately from representative nav connectivity; walk/observe actual movement before signing it off
  • Airfield buildings, aircraft, and props do not pop in/out distractingly
  • Looking across an airfield does not produce an obvious frame-time cliff

Notes from this playtest