Typical Bugs Analysis
BUG 1: The previous version defines the task that the players have to kill 10 monsters. In the new version, to improve the playability, the designer modified the types of monsters, where one of them can become invisible. This invisible monster can only be killed by Area of Effect (AOE) skills. If players do not use such skills, the task cannot be completed.
Idel game performance when the bug has not been triggered
Unexpected game performance when the bug is triggered (At 0:55, the last enemy becomes invisible and tasks get stuck)
Repaired game performance when the bug was fixed (All the enemies are cleared by the player and tasks move on)
BUG 2: There is one step in the task that requires the QTE checking (Quick Time Event). The previous version only checks whether a key is pressed within the specified time. To increase the difficulty, the designer changes the flow, i.e., 9 keys must be correctly pressed. The buggy checking code is 𝑝𝑟𝑒𝑠𝑠_𝑛𝑢𝑚 == 𝑛, where 𝑛 is equal to 9 in this version. However, a key could be pressed many times in one second, making that 𝑝𝑟𝑒𝑠𝑠_𝑛𝑢𝑚 can be greater than 𝑛. Finally, the task cannot be completed since 𝑝𝑟𝑒𝑠𝑠_𝑛𝑢𝑚 == 𝑛 can not be satisfied when it is greater than 𝑛. Developers have changed the checking as 𝑝𝑟𝑒𝑠𝑠_𝑛𝑢𝑚 >= 𝑛. Actually, the root cause of this bug is in the source code. However, it is triggered by the update of the flowchart. This bug is also difficult to be triggered by players or game testers since humans usually do not click a key so quickly.
Idel game performance when the bug has not been triggered
Unexpected game performance when the bug is triggered (At 0:57, the QTE checking data is overflowed with multiple clicks and the tasks get stuck)
Repaired game performance when the bug was fixed (The tasks could proceed under multiple/frequent QTE inputs)