Interface team
Use this team for the screens the player sees: menus, windows, the HUD, dialogs. It lists every screen, captures each state, rebuilds the screens and compares them with the captures.
Steps
| Order | Agent | Brief | Hands on |
|---|---|---|---|
| 1 | re-cataloguer | "Make the screen inventory" | One row per screen: how to reach it, its code or layout, states, inputs, text, font; captures in derived/ |
| 2 | re-decoder (data-driven interfaces) | "Decode the layout format" | The layout format and a reader |
| 3 | re-tracer | "Trace <screen>'s drawing and input" | The screen's code: what it draws, what it reads, what commands it sends |
| 4 | re-porter | "Port <screens>" | The screens in the port, reading the game's state and sending commands |
| 5 | re-verifier | "Compare <screens> with the captures" | Pictures compared pixel for pixel (or with a threshold for streamed captures); the same commands |
| 6 | re-lander | "Land <screens>" | A commit |
Outcome
- An inventory of every screen, so none is missed.
- Ported screens that match the captured pictures and send the same commands.
- Interface code kept apart from the game's rules, so tests can drive the rules without it.
Choices for the main session
- Decide with the user how exact the interface must be (Who drives), before
re-porterstarts. - For a large interface, run steps 3 to 5 once per screen or group of screens.