Made in Ukraine
PLAY NOW
INSTANTLY AND FREE
DOWNLOAD
FREE INSTALL AND PLAY
Tutorial status and Closed Alpha Test - your opinion required

Tutorial status and Closed Alpha Test - your opinion required

Last week we have managed to put together a working tutorial that has all planned features in place. Of course it was just a rough version that needs to be polished, but still, it was a significant part of the real working game.Tutorial was a serious milestone that we have been working on and off for the last year and now since it is somewhat done it's time to look further.

Therefore here at Enkord we sat down and brainstormed together a list of things that we have left to do in order to launch the closed alpha test. Here's how it looks like:

  • Polish the Tutorial
  • Polish the game interface (at least those part that will be heavily used in Tutorial and early stages of the game)
  • Make visual battles look decent (currenty units fight very schematically)
  • Make a downloader/updater which will handle automated game updates.
  • Fix the marketplace and trade between players (we had this kinda working back in the days but now it's broken)
  • Make the generated town location
  • Set the proper stats to units, buildings, etc.
  • Hero, his/her items, hero stats and perks, etc.

As you can see the list is not too short, but good thing is we have all of the points done at various progress stages. None of those have to be built from scratch.

And the most important question you are probably asking - when will be the launch date of the alpha test? I think it is realistic to say we will be able to manage all those outlined tasks this Fall. I can't say whether it will be September or November, but I guess it is a safe bet to say it has a good chance to be done in Autumn.

Being said that I would like to ask people who frequent here and waiting for the game - What kind of completion should be enough to let people in?

As you might guess, the alpha version will be far from completed game and experience you've used to get from original games. We will have two locations where tutorial will take place which will take about 2 hours to beat, but then you will be pretty much done with quests and on your own. Whether that be enough for start or should we wait until there will be more content? Are you ok to try the game when it is pretty much naked with most bells and whistles planned in the future updates? Or you prefer to wait until later where there will be enough content to warrant lengthy single-player experience like in original Totem Tribe / Totem Tribe Gold?

Please speak out and let us know what you think.

11 years ago
Quote
67

1 2 3 4

Comments

Well, i think that it would be nice to release the game for testing even at this early stage, because it can help your team at finding bugs that you couldn't find yourself, and it could be used to let the players tell if they like the style of TT2, just to tell how the game feels.

Edited 14 seconds later by *DELETED*.
11 years ago Quote
11 years ago Quote

Don't need content. Just want to kick @Lover's ass. Take my money and let me in!

11 years ago Quote
11 years ago Quote

I'd love to be in the game at an early stage of development, as I like to watch a game progress from there. Doesn't matter if it may still be a bit unstable, or if it's only a short part of the whole game. I want to get the feel for the next generation of TT as soon as possible. And as Hadouken said, it may even help to improve the game, or give you some feedback, what's liked by us and what not so much. (i.e. I'm still working on those two *beeeeeeep* scrambled egyptian pictures in TT Gold. NEVER DO THAT AGAIN!!! lol ) So let the show begin! :))) Sounds a bit anxious? Yep, that's me! *g* Oh, and trust me, you don't want to know what this *beeeeep* stands for! ;)))

Edited 9 minutes later by . Reason: more input.
11 years ago Quote
11 years ago Quote

Part 1:

I agree with part of what Hadouken said. Showing it at an early stage for bug reports and things is great, but for those who want to simply see how the game feels wait for Beta or maybe a Pre-Game launch party if they have one. 

I think alpha should be no more than 50-100 testers total (more like 25 of the top people who give great feedback to the community to start with then add more as you see fit). If you set up guide lines on what you are currently working on (as listed above) that will help testers focus on what you need feedback on the most. If there are some major glitches, be sure to have a bug report button handy in game, and maybe an in-game comments/suggestions area as well. 

What I don't agree with Hadouken on is this -- If you have too many players who are inexperienced in what is needed of an Alpha Tester (especially those players just looking to see if they would like the play style) you will get a lot of people who complain and give little or no helpful comments to improve the game itself. and may even choose not to play the game when it goes live because they will think "i saw that in Alpha and is was not fun so I wont play it". And they will only think it is not fun because it isn't a fully finished game. Be very careful of who you let into Alpha Testing. Letting just anyone in or letting too many in will just bombard your crew with a lot of comments that might actually slow down your ability to fix the bugs and polish what is needed. Plus, if you do get that bogged down then the testers might start to think you are not listening to them and all their complaints, suggestions, bug reports, etc. They might think the developers are not listening or don't care.

It is not an easy thing to be a Game Tester. It is hard to know what the developer needs to know, or how to say it so that the developer understands what the tester is seeing. Testers need to say things like: where the bug happened? when it happened? what you were doing when the glitch happened? does the glitch happen repeatedly each time you try to do a certain task, or does it only happen once in a while?, etc - just to name a few. And it can be very frustrating for a Tester to make a report and not see anything happen right away. You need testers that know your developers are real human beings that need to sleep and eat and talk a walk.  

Being a tester is more like a job, than play time. If you want the game to come out the very best, than as a tester you need to work hard along side the developers to make it happen. If you are lucky you will get a really great set of testers that can work well with the developers to make the whole experience fruitful. 

11 years ago Quote
11 years ago Quote

Part 2:

As for the other stuff in the post:

Wow, a 2 hour tutorial. It must be very involved with a lot of quests to get the player started. I am excited to see the design of the updater. Some game updaters are very simple, just a box with loading bars and a space for recent news. I hope yours has a little more pizzaz to it. 

The marketplace, is that going to be a singular place where players can buy and sell their farmed/dropped items to each other without having to interact with the individual players 1 on 1? Like the Bazaar in Wizard101 or Pirate101? Will you have regular vendors set up in each area that you can buy and sell standard in game items that don't involve other players at all? 

Trading between players, will that be by clicking on the player you want to trade with, and then that other player can accept or deny the trade? I don't trade much with strangers and i really dislike it when players are constantly sending trade requests while i am busy doing stuff in game. So i hope you will have a feature in the settings that let you turn off/on the trade function as needed. 

Please do not have personal stall shops. There have been other mmo's that do this and it just clutters up the area with a bunch of players that sit all day with a stall open trying to sell stuff to other players that are hugely over-priced, plus that always makes the game run slower for me.

What do you mean by "generated town location"? 

For the Unit stats and Hero Stats, is there going to be a book icon that we can click to bring up a screen with all this information? Or will in be various key-bindings like C for Character screen? Or will we be able to use both on screen icons as well as key-binding short cuts to bring up the information?

As far as content available for Alpha goes, the 2 hour tutorial seems like a good place to start. Plus it will also have the character creator to play with, and your base location to set up i assume as well. I think that is plenty for an alpha test. I am sure we will all be eager for more content after the tutorial, but if you give testers too much right away it might make things a little harder. Tester A, B, and C might play faster than Tester D, E, and F -- if that happens you will be getting bug reports from various areas of game content all at once. IT might feel like a lot of back and forth between bug reports. I say release just a little bit at first, and see how the testers react, and then add more as your developers get a handle on the issues that need fixing/polishing. 

I think you should hold off on the lengthy single-player content for the Beta Phase Testers. That way you have picked through as many bugs and other things with the Alpha Phase and testers wont be going over the same stuff from alpha phase while in beta phase. This is how it seemed to be in my Beta Test of Pirate101 at least. I know people from the Alpha testing of P101 and they said the game was very bare until Beta started up.

So that is my two-cents for now, hope it helped.

Hugs to all, An81angel

Edited 3 minutes later by .
11 years ago Quote
11 years ago Quote

I also think 2 hours is plenty especially if you could start over once completed.

I also think that too many people will spoil the bug reporting as I tend to make sure something hasn't already been reported before I say anything about a problem so that I can confirm someone elses findings or see if it is only happening to me. So if there are too many comments that have nothing to do with fixing problems I loose interest and so don't report.

Hope to be first but also not sure that's the best choice for me as my time to play is limited but again that's why I think not to many people in the beginning.

 Looking forward to progress and was happy to see some new news today. Woo Hoo

11 years ago Quote
11 years ago Quote

Hiya,

I agree with Anangel and brendatimj.  Limited 'outside' people testing.  2 hour tutorial should be PLENTY to whet people's appetite, and more than enough to give you guys an idea of how the game works with outside people involved. 

Everyone's going to have their own idea on what's good and what works well, so as long as you guys are in a position to handle the influx of comments from people testing, it will be fantastic.

The only down side I see is if people are 'testing' to just play the game, they could be disappointed with lack of 'spit and polish'.  If you get 'testers' who test, it can only be of benefit.  For this reason, I would suggest making the tutorial only available for Alpha test.  Besides, 2 hours a LOT more than offered to test a game anywhere else!

Just remember to enjoy the journey guys.  :)

11 years ago Quote
11 years ago Quote

I am in! I can play it over and over I bet. I can bug you with all kinds of comments, I can have another game to take up all my time and keep me from cleaning the house. I am ready to rock and roll. 

11 years ago Quote
11 years ago Quote

That's why I said Closed Alpha Test :) Indeed we will be letting limited number of people carefully one by one to gauge the load and amount of feedback.

As for the loader - it will be quite simple, the box with progress bar and some recent news. The complexity of it is what you don't see - checking the files that you have and what are on the server, downloading only those files you don't have, etc. Overall it's no rocket science but it requires time to build.

11 years ago Quote
11 years ago Quote
Reply to

The only down side I see is if people are 'testing' to just play the game, they could be disappointed with lack of 'spit and polish'.  If you get 'testers' who test, it can only be of benefit.  For this reason, I would suggest making the tutorial only available for Alpha test.  Besides, 2 hours a LOT more than offered to test a game anywhere else!

That's what I am talking about - some people might treat the alpha test like a kinda final game, while in reality it can be called barely a draft. Naturally those people who expect it will be disappointed. People must understand that alpha is only a glimpse of things and do not expect something similar to TTG right away.

11 years ago Quote
11 years ago Quote
Reply to
The marketplace, is that going to be a singular place where players can buy and sell their farmed/dropped items to each other without having to interact with the individual players 1 on 1? Like the Bazaar in Wizard101 or Pirate101? Will you have regular vendors set up in each area that you can buy and sell standard in game items that don't involve other players at all? 

The marketplace will be for resources, not for items. You put your offer, like say you offer 100 food and want 50 lumber in exchange. Other people see all offers from all players sorted and can accept the best ones. However it's not like stock exchange, here the distance between players also matters, cause resource delivery is not instant, so you can play a local trader, not competing with moguls from another part of the game world.

11 years ago Quote
11 years ago Quote
What you should do is: make a bug section to post bugs and if you have a bug that has already been reported, you should be able to see a counter so you know how many people have this bug so you know which bugs to fix first.
11 years ago Quote
11 years ago Quote

This all sounds good to me, except that of course now I'm disappointed that I have to wait until later in the year to try it. :(

On the other hand the next month or two will be busy workwise, and my deadline for completion will be November. So hopefully TT2 will be a nice little present to myself for finishing my work.

2 hours will be short though. But considering I plan on spending lots of time playing as the game gets bigger, that will do fine for me. More concerning than how much can I play in the beta is how much can you guys pull off before then and if you think doing more would be stretching things then I'm fine with it.

11 years ago Quote
11 years ago Quote

The ~2 hours of tutorial is ~2 hours of pre-scripted experience similar to what you used to play in original games. The tutorial is not boring excercises of what to do and how, it's fused with quests and conversations and hints add up in a natural way, so it's basically 2 hours of playing, not 2 hours of learning. After those 2 hours the game will not end. It's like in TT1 you can continue playing the island after completion, except this time around you will be able to research/build/train anything you whant and interact with other alpha testers. So after 2 hours there will be unlimited sandbox experience. But naturally there will be no storyline and quests in it, so it might not be fun for everyone.

But, those sandbox experience is integral to the core of the game and we need to have it tested and working well before adding the rest of the storyline and quests, hence the need to test it out extensively.

11 years ago Quote
11 years ago Quote

I'd like to see the game relased as soon as it's a little playable, but still with the ``in upcoming versionsґґ model you say above. Relasing the tutorial and upgrading it by, per example, adding chapters or whatever its supposed to have  untill it becomes the final and complete version of TT2 looks good for me.

11 years ago Quote
11 years ago Quote

I think it is een good idea for testing the game in a early stage. The base of the game is important to work properly, so it is better to test the game for the first time without too much content.

11 years ago Quote
11 years ago Quote

Well  Berserker
I'm far from being first to comment on this link simply because when I checked the site 6 times yesterday this thread was not showing in the "News" on my machine :(.  So maybe that is a glitch in itself. 

 Anyway I completely concur with what Anangel.  The fewer people beta testing in the first few weeks the better for you as  you don't want people testing who assume that it is more or less the finished article and give up before the "finished" game has even been launched.  When I'm beta testing games I like to keep a pen and paper beside me to log all problems/glitches, I come across and the more skeletal the beta the better for you.  Love Masons idea of the bug counter, vey practical for both the player and you guys.  It would be a bit of a bummer if you don't have the Beta ready for release till November, but I'm a patient person and another 12 weeks to wait wont kill me  (assuming I'm going to be a tester). 

Edited 34 seconds later by . Reason: spelling.
11 years ago Quote
11 years ago Quote
Reply to

The ~2 hours of tutorial is ~2 hours of pre-scripted experience similar to what you used to play in original games. The tutorial is not boring excercises of what to do and how, it's fused with quests and conversations and hints add up in a natural way, so it's basically 2 hours of playing, not 2 hours of learning. After those 2 hours the game will not end. It's like in TT1 you can continue playing the island after completion, except this time around you will be able to research/build/train anything you whant and interact with other alpha testers. So after 2 hours there will be unlimited sandbox experience. But naturally there will be no storyline and quests in it, so it might not be fun for everyone.

But, those sandbox experience is integral to the core of the game and we need to have it tested and working well before adding the rest of the storyline and quests, hence the need to test it out extensively.

Sorry, there was a misunderstanding. I understand now... it's not 2 hours of gameplay, just 2 hours of tutorial. Silly me! :)

11 years ago Quote
11 years ago Quote
Reply to

Well  Berserker
I'm far from being first to comment on this link simply because when I checked the site 6 times yesterday this thread was not showing in the "News" on my machine :(.  So maybe that is a glitch in itself.

Probably because it was posted late yesterday after the last time you've checked, not a glitch, you checked too early :)

11 years ago Quote
11 years ago Quote
1 2 3 4