thats awesome that will come in handy later for sure (: On Sat, May 9, 2009 at 12:20 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote: > eeee sorry for getting into this late, but if you need quality QA people I > know a whole bunch of hardcore gamers who would love to get a chance at bug > squashing with us, as well my first job was as an AI development QA drone, > so I can help you out with it as well. :D > > > On Fri, May 8, 2009 at 10:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> yeah it'll be good cause we can use any web server as our server, we don't >> have to write crazy server code, and integration with our website is a >> breeze. >> >> That's how i set it up w/ line rider and it worked really well (: >> >> you could upload / download maps and share content from the wii, DS or PC >> version straight to the website from inside the game. >> >> >> On Fri, May 8, 2009 at 10:02 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: >> >>> That sounds like the way to go, for sure. >>> >>> On Fri, May 8, 2009 at 9:59 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >>> > well i was thinking more like we'd still have a central server that is >>> the >>> > authority, but that the games would talk to it as little as possible. >>> > >>> > it'd just be a php script hooked up to a database and is where the >>> important >>> > info is stored. >>> > >>> > On Fri, May 8, 2009 at 9:54 PM, Chris Riccobono <crysalim@xxxxxxxxx> >>> wrote: >>> >> >>> >> That's a good point. A lot of games will support only locally created >>> >> servers which players must connect to (I serve, you join) >>> >> >>> >> We could try something like that and then just serve the host list, >>> >> like fps games do. >>> >> >>> >> Maintaining something like say, battle.net is only for the big devs >>> >> that already have a massive fan base, and for games that are designed >>> >> to be mp over sp. >>> >> >>> >> On Fri, May 8, 2009 at 9:47 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>> wrote: >>> >> > The plan is either to sell the game on the web or to see if we can >>> find >>> >> > someone who wants to buy it and publish it so we don't need to have >>> >> > people >>> >> > make donations or do micro sale stuff. >>> >> > >>> >> > Since KOL is a game w/ a server they probly need the donations to >>> keep >>> >> > themselves alive! >>> >> > >>> >> > For our multiplayer stuff we want to keep the traffic to the server >>> as >>> >> > minimal as possible. >>> >> > >>> >> > We have ideas for future games that will need servers and some kind >>> of >>> >> > way >>> >> > to pay for the bandwidth, but that wont be for a while for sure >>> (like >>> >> > multiple games before we do anything like that i think) >>> >> > >>> >> > On Fri, May 8, 2009 at 9:42 PM, Chris Riccobono <crysalim@xxxxxxxxx >>> > >>> >> > wrote: >>> >> >> >>> >> >> Achievements is a great way to go, for sure. We could even add >>> tiny >>> >> >> bonuses (seriously, tiny ones, so that people don't feel a need to >>> get >>> >> >> them) - I think WoW does this as a perk system? Hellgate was also >>> >> >> doing this. >>> >> >> >>> >> >> Special items are also good - a lot of small companies make it so >>> >> >> donators can pay and get some of these. I have observed that >>> players >>> >> >> in general are accepting of this if done correctly. For example, >>> if >>> >> >> the game is free from an unknown startup, if the items aren't >>> >> >> overpowered to the point that people feel a need to have them, if >>> you >>> >> >> can trade these items within the game with the game currency, and >>> if >>> >> >> you only have limited runs of each item - all of these seem to >>> work. >>> >> >> >>> >> >> Kingdom of Loathing is one of the most successful free web games >>> that >>> >> >> is completely driven by profits gained from purchased items. A lot >>> of >>> >> >> Korean games do this too.. Maple Story is the biggest I believe? >>> >> >> >>> >> >> What do you think of this? Should we just focus on the free game >>> >> >> being high quality, and have that draw in players, and then maybe >>> >> >> later we add features for donators? >>> >> >> >>> >> >> On Fri, May 8, 2009 at 9:27 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>> >> >> wrote: >>> >> >> > yeah i guess it would be better if we limited mltiplayer to >>> >> >> > minigames, >>> >> >> > seems >>> >> >> > like what everyone is kinda agreein on. Pretty kewl stuff >>> though, it >>> >> >> > should >>> >> >> > be rad bein able to have some multiplayer (: >>> >> >> > >>> >> >> > Since our game isnt gonna have a huge userbase, we'll have to >>> make >>> >> >> > the >>> >> >> > minigames fun on their own (obviously) but also make a reason for >>> >> >> > people >>> >> >> > to >>> >> >> > keep playing them. >>> >> >> > >>> >> >> > Like acheivements, special items, some kind of leader board on >>> the >>> >> >> > website, >>> >> >> > etc. >>> >> >> > >>> >> >> > That will make it so there are more likely people to be >>> "grinding" in >>> >> >> > these >>> >> >> > minigames i guess, which will make multiplayer easier to happen. >>> >> >> > >>> >> >> > we might have to do something too like if you want to play game X >>> >> >> > with >>> >> >> > real >>> >> >> > people, that you can join a queue or something and get auto >>> matched >>> >> >> > based on >>> >> >> > skill or something like that. >>> >> >> > >>> >> >> > I dont expect us to have a ton of players playing this game so >>> we'll >>> >> >> > have to >>> >> >> > make sure it's easy for people to find other people in the >>> >> >> > multiplayer >>> >> >> > stuff >>> >> >> > >>> >> >> > On Fri, May 8, 2009 at 9:22 PM, Chris Riccobono < >>> crysalim@xxxxxxxxx> >>> >> >> > wrote: >>> >> >> >> >>> >> >> >> I totally forgot about the rep points too.. that almost >>> completely >>> >> >> >> rules out multiplayer for story parts. This isn't bad though, >>> >> >> >> because >>> >> >> >> single player games shine in those areas. There isn't a mp game >>> in >>> >> >> >> existence that does the best of both worlds. >>> >> >> >> >>> >> >> >> Yeah, I am glad you picked up on my strengths Alan - this is >>> what I >>> >> >> >> have more experience with anyways. >>> >> >> >> >>> >> >> >> On Fri, May 8, 2009 at 9:01 PM, Alan Wolfe < >>> alan.wolfe@xxxxxxxxx> >>> >> >> >> wrote: >>> >> >> >> > I've heard whispers in the wind about some difficulty settings >>> / >>> >> >> >> > options >>> >> >> >> > (; >>> >> >> >> > >>> >> >> >> > i think we'll wanna get like 2 or 3 full on testers to help >>> you >>> >> >> >> > out >>> >> >> >> > as >>> >> >> >> > we >>> >> >> >> > ramp up more. >>> >> >> >> > >>> >> >> >> > What i think will be hard about testing this game is if we >>> have >>> >> >> >> > that >>> >> >> >> > rep >>> >> >> >> > system where your actions change things in the game, it will >>> be >>> >> >> >> > really >>> >> >> >> > hard >>> >> >> >> > to test out all the combinations :P >>> >> >> >> > >>> >> >> >> > But you are 100% right... with good documentation and other >>> such >>> >> >> >> > organization it should make it alot easier for everyone and >>> make >>> >> >> >> > the >>> >> >> >> > game a >>> >> >> >> > lot better in the end. >>> >> >> >> > >>> >> >> >> > I knew you'd be good at this stuff! (: >>> >> >> >> > >>> >> >> >> > On Fri, May 8, 2009 at 8:57 PM, Chris Riccobono >>> >> >> >> > <crysalim@xxxxxxxxx> >>> >> >> >> > wrote: >>> >> >> >> >> >>> >> >> >> >> I laughed muchily at the cons :P >>> >> >> >> >> >>> >> >> >> >> I am thinking testing this game won't be as tough as it could >>> be, >>> >> >> >> >> because you document things very well Alan. Part of testing >>> is >>> >> >> >> >> knowing what is possible in the game, and that is not an >>> issue >>> >> >> >> >> here. >>> >> >> >> >> But that is not to say it won't be a challenge. >>> >> >> >> >> >>> >> >> >> >> You also need to think like 3 different types of players - >>> >> >> >> >> casuals, >>> >> >> >> >> normals, and experts. Casuals and normals are pretty >>> similar, >>> >> >> >> >> except >>> >> >> >> >> only casuals will blow all their gold on items and use them a >>> ton >>> >> >> >> >> while normals think they're too good for that. Experts will >>> do >>> >> >> >> >> stuff >>> >> >> >> >> like go through the game using the weakest gear possible with >>> >> >> >> >> only >>> >> >> >> >> one >>> >> >> >> >> character... >>> >> >> >> >> >>> >> >> >> >> Speaking of this, do we plan on adding difficulty settings to >>> >> >> >> >> this >>> >> >> >> >> game? >>> >> >> >> >> >>> >> >> >> >> Anyway, for the more mundane stuff of testing (such as making >>> >> >> >> >> sure >>> >> >> >> >> you >>> >> >> >> >> can't jump through any texture seams into infinity, collision >>> >> >> >> >> with >>> >> >> >> >> enemies and props, making sure the game doesn't crash when >>> >> >> >> >> infrequently used models are present) I am going to post >>> >> >> >> >> guidelines, >>> >> >> >> >> and if anyone on the team is willing to help, it will be easy >>> for >>> >> >> >> >> them >>> >> >> >> >> to pitch in. >>> >> >> >> >> >>> >> >> >> >> You also need to document what you test very thoroughly (I >>> will >>> >> >> >> >> also >>> >> >> >> >> post about this), and communication is a biggie. >>> >> >> >> >> >>> >> >> >> >> I'm really glad to help in this area! >>> >> >> >> >> >>> >> >> >> >> On Fri, May 8, 2009 at 8:43 AM, Alan Wolfe < >>> alan.wolfe@xxxxxxxxx> >>> >> >> >> >> wrote: >>> >> >> >> >> > Ok so our game is getting to the point already where having >>> >> >> >> >> > some >>> >> >> >> >> > QA >>> >> >> >> >> > would >>> >> >> >> >> > help. >>> >> >> >> >> > >>> >> >> >> >> > In game dev, much like the government, the different >>> >> >> >> >> > departments >>> >> >> >> >> > act >>> >> >> >> >> > kind of >>> >> >> >> >> > like a balance of power. >>> >> >> >> >> > >>> >> >> >> >> > Here's a tongue in cheek caricature of the different >>> >> >> >> >> > departments >>> >> >> >> >> > and >>> >> >> >> >> > how >>> >> >> >> >> > they work together hehehe >>> >> >> >> >> > >>> >> >> >> >> > Design: >>> >> >> >> >> > Pros - makes the game BE AWESOME! >>> >> >> >> >> > Cons - asks for impossible things on a whim then changes >>> their >>> >> >> >> >> > mind >>> >> >> >> >> > when >>> >> >> >> >> > they see them. >>> >> >> >> >> > >>> >> >> >> >> > Art: >>> >> >> >> >> > Pros - makes the game LOOK AWESOME! >>> >> >> >> >> > Cons - uses up all your RAM budget and CPU time on a >>> single, >>> >> >> >> >> > perfectly >>> >> >> >> >> > awesome, uber poly count animated model. >>> >> >> >> >> > >>> >> >> >> >> > Coding: >>> >> >> >> >> > Pros - makes stuff work >>> >> >> >> >> > Cons - makes stuff NOT work, tells you everything is >>> >> >> >> >> > impossible, >>> >> >> >> >> > and >>> >> >> >> >> > that >>> >> >> >> >> > your art takes too much memory and CPU time (hahahah) >>> >> >> >> >> > >>> >> >> >> >> > QA: >>> >> >> >> >> > Pros - Ensures that crazy special cases have been thought >>> of, >>> >> >> >> >> > that >>> >> >> >> >> > nothing >>> >> >> >> >> > is broken, and that things make sense to players who have >>> never >>> >> >> >> >> > seen >>> >> >> >> >> > the >>> >> >> >> >> > game before. >>> >> >> >> >> > Cons - wants to do designs job for them >>> >> >> >> >> > >>> >> >> >> >> > (Kent you as a scripter live in 2 worlds, both in coding >>> and >>> >> >> >> >> > design >>> >> >> >> >> > hehe) >>> >> >> >> >> > >>> >> >> >> >> > LOL ok so now that I've offended everyone I'd like to >>> announce >>> >> >> >> >> > that >>> >> >> >> >> > Chris R >>> >> >> >> >> > is going to be our Head of QA! (: >>> >> >> >> >> > >>> >> >> >> >> > YAY! >>> >> >> >> >> > >>> >> >> >> >> > We'll probably be grabbing i think like 2 or 3 more testers >>> as >>> >> >> >> >> > time >>> >> >> >> >> > goes >>> >> >> >> >> > on >>> >> >> >> >> > and he'll be coordinating their efforts to make sure our >>> game >>> >> >> >> >> > isn't >>> >> >> >> >> > buggy >>> >> >> >> >> > etc. >>> >> >> >> >> > >>> >> >> >> >> > It's going to be a rough task for this kind of a game but >>> I'm >>> >> >> >> >> > glad >>> >> >> >> >> > he's >>> >> >> >> >> > up >>> >> >> >> >> > to it. >>> >> >> >> >> > >>> >> >> >> >> > You rock Chris thanks for taking this on! (: >>> >> >> >> >> > >>> >> >> >> >> > >>> >> >> >> >> > >>> >> >> >> >> >>> >> >> >> > >>> >> >> >> > >>> >> >> >> >>> >> >> > >>> >> >> > >>> >> >> >>> >> > >>> >> > >>> >> >>> > >>> > >>> >>> >> >