Last week, the earliest Beta version of the game was released to a small group of testers, and so far there has been a lot of great suggestions and feedback and a small number of bugs found to squash. I have a nice, lengthy Changelog which is accumulating more items each day, which is satisfying to me.
There haven't been many bad issues, and only a couple of relatively minor graphical issues. One of the troubles, naturally, was early game balance and players being eaten to death by cows and wolves, so I made changes in that department. I am making a brand new Intro/tutorial sequence that I hope is engaging and interesting as well as informative. I just recently finished creating the big bad guy for the game, and I am pretty pleased with how he came out both art-wise and mechanic-wise.
I am working to fix what bugs I can and continue to add more content into the game, while my Coder-At-Arms fixes the more insidious bugs and diligently upgrades the existing code (he already removed the load-times even on crappy systems like my ancient laptop between maps). I am going to release 1.1.0 to the same group of folk testing the 1.0.0 version, and then I am going to focus on bigger additions to the game after, and then start including more testers. I set up a small, off-site forum for testers to post their suggestions, bugs, and balance issues, and I am pleased with how its working so far.
I am also in the process of setting up an official website, ultimately where the finished product will be purchasable to non-backers, and contain all sorts of information and other goodies. I will be sure to inform everyone when the site is ready.
This update will be a short one because I have a lot of work ahead of me and I want to get to it! Have a great weekend everyone!
Aleph
Welcome, traveler!
Aleph is an RPG styled in the fashion of RPGs of yore, back when gameplay was challenging and engaging and health did not automatically refill itself just by standing around. The primary inspiration for Aleph stems from the old Ultima games with a splash of Final Fantasy, Baldur's Gate, and some other timeless classics.
Thursday, March 22, 2012
Wednesday, March 7, 2012
Upcoming Beta Testing
I've been contacting people, as outlined in previous updates, for the first, initial testing phase. I've met the minimum number of people I wanted, and there are still a few people I have not heard from yet, but I'm giving about a week for people to get back in touch with me before distributing test copies.
The previously mentioned game-crashes are fixed. An optimization was made to pretty much remove all loading time between map transfers, but it has some quirks of its own so I will not be including it in the first round of testing (which means people will need to get used to the 3-4 second wait times between maps for testing purposes).
I went through the game and made sure that all areas are accessible for testers (at least I hope...), and also filled all of the towns with simple NPC templates. This means players can purchase and craft everyhing they need, but these NPCs will be replaced over time with their 'real' counterparts that will have actual dialogue, names, and so forth instead of just the template setup I created.
I implemented all of Mr. Rao's music into the game finally, and added various background-sounds as appropriate and, I must say, what a HUGE difference this makes in terms of game quality. All this time I've been running tests without the music and sounds implemented because it saved time and disk space, but my god, does the music and sound add so much to the game experience as a whole. I love it. I also added all of the battle backgrounds to all of the appropriate maps, and threw in a handful of the special weapons and pieces of armor. I am going to continue to add more content into the game for the remainder of this week, and then distribute the test copy to the appropriate people for testing next week.
The primary focus of this first round of testing is combat and exploration. I want to make sure that players can access all necessary areas, and that combat is smooth and interesting, and discover whatever fundamental bugs that might be lurking about. As such, testers will have more immediate access to most skills and spells than normal. I am hoping players will also play around with crafting, decorating, and so forth as well. There are a number of elements that have not yet been implemented for this first round of tests, namely quests, dungeon/town takeovers, books, important NPCs (except party members, which exist now), mercenaries, bosses (though I might throw in one for the hell of it) and some various minor elements.
I have a feeling this initial testing phase will be rough due to the lack of in-game hints, tips, and directions, as well as monsters that may very well be too tough for certain locations, lack of unique weapons and armor, and just the fact that I 'eyeballed' most of the numbers in the game. But I do appreciate those who are interested in testing - the feedback I ancticipate will be invaluable for improving and balancing the game. I can't wait, personally!
Once I gather all pertenent information, suggestions, etc from this first round of testing, I am going to take some time to implement and change things as necessary, and continue to keep adding/changing NPCs, weapons, armor, whatever else that needs changing and adding. Then I will open this up for the second round of testing, which will include a larger body of testers, who I shall contact in due time, and I will repeat the whole process until it is time for the third phase of testing (hopefully the largest part of the entire game being complete at that point) in which every elligible beta tester can participate and give feedback/suggestions.
On a side note, I have not been able to do as much work as usual this past week. I recieved a rather severe bite on the hand (gotta love working in a hospital) which pretty much made it very difficult to do any work for about 3 days until the punctures and bruising diminished. It's healing up quite nicely now and I can use that hand once more for typing/mouse control, so I am delving back into game-making.
Anyways, I hope you all have a great week/weekend!
-Jesse
The previously mentioned game-crashes are fixed. An optimization was made to pretty much remove all loading time between map transfers, but it has some quirks of its own so I will not be including it in the first round of testing (which means people will need to get used to the 3-4 second wait times between maps for testing purposes).
I went through the game and made sure that all areas are accessible for testers (at least I hope...), and also filled all of the towns with simple NPC templates. This means players can purchase and craft everyhing they need, but these NPCs will be replaced over time with their 'real' counterparts that will have actual dialogue, names, and so forth instead of just the template setup I created.
I implemented all of Mr. Rao's music into the game finally, and added various background-sounds as appropriate and, I must say, what a HUGE difference this makes in terms of game quality. All this time I've been running tests without the music and sounds implemented because it saved time and disk space, but my god, does the music and sound add so much to the game experience as a whole. I love it. I also added all of the battle backgrounds to all of the appropriate maps, and threw in a handful of the special weapons and pieces of armor. I am going to continue to add more content into the game for the remainder of this week, and then distribute the test copy to the appropriate people for testing next week.
The primary focus of this first round of testing is combat and exploration. I want to make sure that players can access all necessary areas, and that combat is smooth and interesting, and discover whatever fundamental bugs that might be lurking about. As such, testers will have more immediate access to most skills and spells than normal. I am hoping players will also play around with crafting, decorating, and so forth as well. There are a number of elements that have not yet been implemented for this first round of tests, namely quests, dungeon/town takeovers, books, important NPCs (except party members, which exist now), mercenaries, bosses (though I might throw in one for the hell of it) and some various minor elements.
I have a feeling this initial testing phase will be rough due to the lack of in-game hints, tips, and directions, as well as monsters that may very well be too tough for certain locations, lack of unique weapons and armor, and just the fact that I 'eyeballed' most of the numbers in the game. But I do appreciate those who are interested in testing - the feedback I ancticipate will be invaluable for improving and balancing the game. I can't wait, personally!
Once I gather all pertenent information, suggestions, etc from this first round of testing, I am going to take some time to implement and change things as necessary, and continue to keep adding/changing NPCs, weapons, armor, whatever else that needs changing and adding. Then I will open this up for the second round of testing, which will include a larger body of testers, who I shall contact in due time, and I will repeat the whole process until it is time for the third phase of testing (hopefully the largest part of the entire game being complete at that point) in which every elligible beta tester can participate and give feedback/suggestions.
On a side note, I have not been able to do as much work as usual this past week. I recieved a rather severe bite on the hand (gotta love working in a hospital) which pretty much made it very difficult to do any work for about 3 days until the punctures and bruising diminished. It's healing up quite nicely now and I can use that hand once more for typing/mouse control, so I am delving back into game-making.
Anyways, I hope you all have a great week/weekend!
-Jesse
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