Testing late-game

Silent Darkness

Robomage
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Looking at what the standard RPG Maker VX Ace layout is, it seems like it could potentially become difficult or unwieldy or playtest an RPG project that is nearing it's final phases. By that, I mean having to either set up a big convoluted developer player stat setup, or something.

Perhaps there is some other route other people here use to streamline such things. How do you test more difficult to test things late game(like enemy-filled dungeons, combat system balance, drop system, so on, so forth?
 

kerbonklin

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Lots of full-game playtests, making use of sandbox testing maps, maybe Yanfly's Extensive Debugger script
 

Shaz

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Save files.


Build the game chronologically, or at least test chronologically, and save your game each time you successfully test a section. Then load that save file to test later sections, one at a time, saving again after each one.


Where this gets difficult is when you provide lots of branching options earlier in the game, then have to go through later stages testing against each option.


There isn't much of a way around it - if you want to test properly, you really need to play all the way through several times, and have others do the same.
 

Blindga

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Lots of full-game playtests, making use of sandbox testing maps, maybe Yanfly's Extensive Debugger script
All this.

My idea for this was instead of moving the start pawn I would create a sandbox / debug start mode map where I could use special events to turn on key switches, advance the story to certain spots, and start the game wherever. That way, if I wanted to check the fluidity or consitency of a certain area then I could just set what I need and start from there from within the game.

But full from-the-top playtests are important, and should not be avoided. A good game is the sum of its parts.
 
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Silent Darkness

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Alright, I see. Yes, this is important.

What's the extensive debugger script do?
 

hian

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Keep a notepad, and document all the switches and variable values that are necessary for any given section, items and equipment you're likely to have, and party level.

Make a duplicate party in your database that you can mess around with without worry, and always have ready.

Creat a debug map with one autorun event and player starting point -

the autorun event sets up the switches and variables, and your party, and then teleports your player to tge section you want.

Then testplay the section to your hearts content. Once you're finished, just make a new setup.

Alternatively, if you have a really big game with many sections,

make the debug room with press to start events instead, each event setting up the switches/variables and party necessary for a specific section, and then teleporting you to the section.

This might sound like a lot of work, but it's going to save you tons of time when you have a large game.

Furthermore, it will help balancing a lot.

If you have a default set up for your party whenever you play, you'll know roughly what the game plays like for a new player.

If however, you play from start to finish every time, or save and continue, you're going to play the game in an "ideal" mode, which is going to make your game seem easier or more accessible than it really is, or would be to someone who doesn't know everything you do about the game.
 
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Silent Darkness

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This is a very interesting idea. I just might tack this on to my design document. Thanks.
 

SLEEP

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Test thoroughly yourself. Use some of the techniques already listed to like save files and debug rooms, and one of yanfly's scripts makes debugging easier by allowing you to warp anytime and stuff so install it: http://yanflychannel.wordpress.com/rmvxa/utility-scripts/debug-extension/

Maybe bring in some outside testers, but only bring in outside testers during the tail end of production though.
 

Andar

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In playtesting, there is one thing to remember because it can otherwise lead to massive testing problems:

Saved games mess up with script corrections - if you change or edit scripts, then you need to start a new game and cannot use a saved position.

So it's important to get the playtest for script functionality first, and check that in every form possible, before going on to playtest story or balancing.

That is especially tricky if one of the scripts is used only later in the game, so you should keep that in mind from the very beginning of game development.
 
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