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Topics - Xemadus Echina

#41
TSoG / TSoG testing crew(first post updated)
March 28, 2010, 02:56:28 PM
i got this idea from a recent post i made.  since there are a variety of things in this game that could have multiple outcomes, and a variety of glitches and bugs. why not have an official testing crew to find the truth?


also if you would like to join just say so in here for now.

As of now KZ is the leader of this group.  I created a banner and I will post the most recent version here.
current
[spoiler]Aside from the words on the banner, this is pretty much the final version.  If anybody on here wants a different picture to be used then just send me a link to it.  Also I still need a title for Mike, Tas and Smart.
I left the previous version here for comparison! I like the improvements I made :)[/spoiler]
[spoiler]The finished banner will have a different background as well as a founding date and the name of the forum along the bottom (I might be able to put a hyperlink on it but I'm not sure if it'll work.)  Also it will be aesthetically pleasing (the pictures and the names will line up)
I decided to make my own portrait TRPG themed so I didn't stick out as much ^_^'[/spoiler]

Here is a to do list courtesy of KZ
[spoiler]There are several areas that can be filled and researched:
-for instance, one can go ahead with the high money stat and create numerous sub-games to verify the minimal levels for aptitude, personality and psy power required to complete each side quest (Umma, Arman, Mahboob, Al'al, Crypts, etc)
-one can also go searching for bugs (like I've been doing recently) by verifying whether the cut-scenes work properly- that is to say, see if the right cut-scene appears depending on which member of the team is dead (this applies to prison break, bandit mission, labour rescue cut-scenes)
-one can go and look through all the different texts to see wherether there are bits which are cut-off (ie sentnec not finished) or typos present (in the most different of places- in the menu, in the battle-objectives sreen, in dialogue, world map, etc)
-one can test the enemy AI- take one unit and then set up many different combinations (backstab opportunities, kill oportunities, distance-related movement, etc) in Map Editor and find any situations where the enemy AI can really be imrpoved
-one can also check out the dialogue branching trees- see if all the options work and that there are no incorrect connections, that the right actions/effects follow the word choices, etc (for instance, I just did this with the Azma Lair dialogue, had about 10 games running simulatneously to see that the tree was working right)
-one can also, through trial and error in map editor (by using the in-game team), see what the formula's for damage are for each of the attacks, as well as verifying and collecting enemy stats
-one can also go through the wiki, article by article and try to standardise the information, correct mistakes, add extra information
-one can go through the old forums and find threads which led to the general forum populace agreeing on certain things (e.g. meaning of Shadowling colour, their structure, the pseudo-scientific basis for the elemental attacks and shields) which have been more or less integrated into TSoG (like explanations for attacks)[/spoiler]