@JimD how often do you email your list?
@JimD
As usual, Google Play has mislead me. It said ZE has been downloaded 50,000-100,000 times, so I estimated that it’s gotten around 75,000 from Google Play, and therefore about 225,000 from all of the platforms combined. Then, I rounded it down to 200,000 to be safe. But I guess the platforms must count re-downloads into the equation, which obviously makes a substantial difference, like for example how I’ve undownloaded and redownloaded ZE at least 5 times.
it also has to pass randomtest and quicktest. Plus you need to have some other stuff. @jasonstevanhill can I send Samuel a copy of the hosted game requirements or do you guys prefer to do that?
@Nocturnal_Stillness
It’s already passed quicktest, though I haven’t tried randomtest yet. Hopefully that won’t be too much trouble.
Test it test it test it! I had trouble with it throwing up errors that didn’t fail quick test. I ran 5000 tests in ten batches of 500. Just remember to increase the seed each time.
Example
Iterations 500
Seed 0
Then
Iterations 500
Seed 500
And then iterations 500
Seed 1000
Etc, etc
@Nocturnal_Stillness
I’ve got to finish proof reading and fixing my checkpoint system, but afterwards I’ll commence randomtesting. Thanks for the suggestions. Didn’t yours take like 10,000 seeds?
It was taking forever. Jason suggested just doing the 5000 in batches of 1000 it made it quicker.
@Nocturnal_Stillness
Cool, I’ll do that. Plus my game is a lot shorter than yours so hopefully it’ll take less seeds.
Good luck with it. I hope you have less trouble than I did
@Nocturnal_Stillness
Thanks! I hope, so, too:P so how’s Unnatural going? I saw that you submitted it.
Hey everyone, I’ve finished a thorough proof read, so hopefully I’ve corrected all the grammar and spelling errors. However, if you happen upon any, please let me know! Now, I just have to fix my checkpoint system, which I hope @DSeg will be able to give me a few more pointers on. Then, after completing the randomtests, I’ll be able to submit it.
Good luck with it. I hope you have less trouble than I did
im submitting it tomorrow.
*choice
#Restart completely
*goto_scene startup
#Return to my previous checkpoint
*if witches
*goto_scene witch_fight
*if traps
*goto_scene traps
*if vampire
*goto_scene vampire
Do all three scenes contain this choice?
Hi. I’ve played through the demo several times until I get to the and while it’s all quite well written I don’t think this type of linear kill everything game is quite my thing. The option to tell your Bogart after the battle that you didn’t wish to kill them just seems completely out of place when one of the possible outcomes is for you to incapacitate one of the witches and then mercilessly impale her as she lies completely helpless, at your feet. The illusionist witch doesn’t even seem to present a credible threat if you don’t fall for her illusion.
I get the feeling that this game is meant to be something like a straight hack and slash D&D game where the hostile characters are just meant to be killed, looted, and forgotten… Still, that comment about wishing to incarcerate them instead of killing them just seems completely dissonant with the actions the PC takes regardless of player input.
Oh, I almost forgot to mention, those are some really good drawings. Most people don’t go to that much work in detailing their characters… which makes it all the more surprising that they’re basically just loot bags.
@Shoelip
This is a beta, not a demo. I can see what you mean about that comment, so I will be changing it, but my game is not in any shape or form, linear. There’s a bigger reason for them, but it’s not actually revealed to you until the sequel. What would you suggest? They’re just secondary antagonists.
@DSeg
When you die, you’re sent to the death scene which has the code that I showed you.
@Samuel_H_Young Now I understand your need for variables.
Anyways, a new bug appeared. When I light the candle to break the witch’s illusion i get: line 1317: invalid ${} variable substitution at letter 648
@Shoelip This game is definitely not linear as there are many ways to combat the witches and avoid the traps, you can choose between three paths to the castle, you can enter only two out of three rooms in the castle and can end up with different items etc. If a game goes level 1 -> level 2 -> level 3 etc. does not mean it is linear. Nonlinearity comes from gameplay, not the order one visits levels/locations.
@DSeg
I’ll fix it when I start quicktesting. Thanks for pointing it out. And I’m glad you agree that it’s not linear:D
I’m not really sure if my suggestions would be applicable. I think part of my problem is just a difference in expectations. Games on this site are generally far more focused on character interaction than combat, and character artwork is generally only created when a character is important to the story. After seeing how great the character artwork was in this game I was just surprised to see how quickly and unceremoniously those characters were killed off. It’s also a bit disappointing, and feels like a waste of such nice character artwork.
I’m not saying that there’s anything inherently wrong with the game being like a simple D&D adventure. It’s just not what I was expecting, and not the kind of game I enjoy.
Anyway, in case what I’ve just said hasn’t made my suggestions pointless, I guess I’ll go ahead and make some.
Personally, I think it’d be great if the game had more depth to the characters. Instead of just automatically killing the witches off, you could allow for multiple outcomes wherein you are able to take them alive as the comment after the battle suggests you wanted to. I don’t know if witches are supposed to be human in this setting or not, but they’re clearly intelligent, so it should be possible to reason with them. If you try to talk to them in the beginning it makes it seem like the main reason they won’t talk to you is that they think you’re not worth their time. After trouncing them soundly they ought to feel a bit different about that. If they were coerced into fighting you by the demon as suggested, then a bit of mercy on your part might be mutually beneficial. Hell, maybe you could even gain some allies. Seems like you’d need them, and the demon certainly wouldn’t be expecting the demon hunter to turn his own minions against him.
About the castle… I’ve seen it mentioned but I must be missing something because I’ve never managed to get there. I always get a bug if I light the candle for the third witch, and if I either kiss her or kill her immediately I get an error after looting their bodies.
@Shoelip
Awesome suggestion:D I’ll make it so you just defeat them instead of killing them, and then get to choose what to die with them afterwards.
Hopefully I’ll fix those errors.
And how far have you gotten?
I’ve only gotten to the looting scene. Every time I do I get this error:
Uncaught Error: line 100: label ‘healing’ already defined on line 35
Also, the tear gas scene reminds me of something out of World War 1. You sure you aren’t confusing it with Mustard Gas?