Balance of Nature
Now Opening File For Testing
#1
Posted 13 January 2015 - 11:21 AM
Keep in mind that there are a few bugs which aren't of my own creation I haven't been able to track down the source of yet, including a few ghosted enemies that aren't behaving quite like they should and some trouble with the Bossmaker script. Here's a few tips to anybody who would like to volunteer.
1. Talk to NPCs and read signs. A few of my puzzles use the same setup in the whole game, but I probably only offer the explanation once. NPCs provide hints on the Collectible and Trading Game, as well as how to use in-game features like save spots. A few of them will also say something else if you speak with them a second time.
2. All keys are designed to be used in the dungeon you get them in. I'll probably eventually switch them all to Level-Specific Keys but for now I'm leaving them this way. The dungeons should be designed where it is impossible to get stuck at a door without a key. If you do, there's probably a path in the dungeon you have forgotten to take now that you have that dungeon's item which will yield a few keys.
3. There are some graphical errors transitioning between areas that use different palettes. I don't know how to fix these or they wouldn't be happening. So if you see an object or NPC that seems to be visible during screen transitions, it probably falls into this category.
4. All hidden item locations on the world map are marked. You either have to fight a mini-boss or there is a section of the ground which looks different. As you go around, you'll see that items always appear on these specially marked spots, so if you see one you'll know that there is a way to get an item to appear on that screen.
5. Enemy animations and behavior are not finalized. As I mentioned, some scripts aren't done yet. Others don't move very smoothly or have the animations somehow not matching with the behavior. In most cases, I don't know how to fix this problem. If I did, it wouldn't be happening.
6. There are lots of block puzzles, and the Hamiltonian Path puzzle is used a lot in the last dungeon. If you can't do them or you don't like doing them, then this may not be for you.
7. There is only one shop in the world. It sells really expensive stuff (255 rupees and up) but it is possible to get everything without grinding for money. Enough rupees are found in chests and other locations to get two of them and the last can be obtained by a special secret treasure found right before the final boss. All potions are found in chests or as rewards for beating enemies.
8. None of the game has been played since all enemies have been added, so some areas may be more difficult than they need to be. Please let me know if this is the case.
9 When you beat the last boss, keep playing until after the credits. There is a special event that occurs then which itself needs to be tested.
10. Above all, have fun and try to help polish this quest off so it can be released!
If anybody would be interested, let me know via PM and I'll provide you with a link to download the file. It is currently hosted at 2Shared and while a membership is technically not needed to access it; some people have indicated that they have difficulty doing so. If people can't access it there, I am willing to move it to another file hosting site. I am open to suggestions on improving the game, but I'd rather avoid anything that involved getting more scripts since I currently have all that I feel I need. (Save for those pesky enemy scripts.) The file is currently not passworded, just in case there are bugs which would prevent someone from finishing the game. I would like to get all testing done by the end of the month, so if nobody offers by then I'll just post it as it is and hope it is good enough. However, if those who offer to test can't get done by then or the problems they find can't be fixed at that time, I'll put off release until they are. Thanks in advance to anyone who can help!
- WindRobe likes this
#2
Posted 19 January 2015 - 06:00 PM
so hows the testing going for ya?
#3
Posted 01 February 2015 - 07:52 PM
First round testing is basically done except for the very end of the game. I'm debating right now whether or not to start a second round since so far I've only had one other offer to test and while I have no reason not to have that member test, I feel having two testers at this point would probably be best in case somebody runs into snags. Here's what's been added.
Several new hint NPCs, related to various items and or dungeons that can be easily missed. At least one new boss, Kholdstare by Mero. (Some of the old ones have been shuffled around to include him.) All game-breaking bugs up to the 18th dungeon should be fixed. (I can't guarantee this, since I don't know for sure whether the 14th dungeon was ever fully tested since it is both easily missable and my tester can't locate all the pieces of the triforce and it houses one.) A few enemy animations have been tweaked. All keys on the world map and level-specific, preventing you from using them in dungeons.
As before, send me a PM if you're interested in participating in the second round. Please refer to the original post for my advance notes on some difficulties the game may have. (If you've already requested to test, there's no need for another message.) I'm not sure how long I'm going to wait to hear anything back on this, since this game has been basically been sitting around practically finished for a month and the only thing preventing it from being released is my lack of certainty about the end of the game stuff working and some scripts I've asked for but haven't gotten yet. I'm willing to post it without any of that, but if I can get some of it I'd be happier. Thanks for any response!
Edit: I'm especially interested in making sure that all string placement is correct, including strings for the collectible sidequest, trading game and various NPCs who say multiple things.
Edited by ywkls, 01 February 2015 - 07:57 PM.
#4
Posted 02 March 2015 - 09:43 AM
It has been two months since my first tester began working through this quest and so far I've had three people offer to test. Of those, only one has reported that they completed the game. Another at last report was near the end and I haven't heard anything from the third in a month.
I have therefore decided to go ahead and add this quest to the database as it now stands. There are still a number of things I haven't been able to fully correct, most notably the enemy animations not matching the behavior I want for them to exhibit. I'm also not sure whether I fixed the problems I was having with the bomb bags and quivers; or whether all of the string placement is as I would like it.
If there are further bugs that are discovered after release, please let me know either through a PM or by creating a thread related to them (especially if there are a lot). I'm just about ready to begin serious work on my next project and I think that this one has taken up enough of my time.
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