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Report: Vengeance's first ever Beta test
Friday 8th August

The Chinese reckon 8 is a lucky number, and the 8th of the 8th even more so. Well, I tried that luck for size with the launch of the very first Beta test of Vengeance.

It started well - I uploaded the Beta client, taking 29 minutes, until realising I had left in the 127.0.0.1 IP address (blagging it off as a server error, of course).

Try two, uploaded, 29 minutes of waiting later, and it finally worked. Heh, forgot to check the "encrypt" flag. I quickly deleted the file, but alas not quick enough - at least six people downloaded the client.

Hope was not lost. With the help of these six people the Beta test was carried out well, without a single hiccup... heh.

Thanks Aerif, Wolfe, falling, Excelion, ha, steely, lola, Jekyll, Devster, Necrile, 6744g4r4, lol, Elf_Boy, and bncymse. (Seven individual people, most duplicates, as far as I know) for making this possible.

Well, I had origionally been ripping my hair out over releasing an unencrypted version of my game to the public, but these seven guys (and gals) seemed pretty cool about it. Hilarity ensued with the discovery that editting the game meant they could edit their sprites (see screenshots), and change maps at will with a little effort.

Many many bugs were discovered. For one thing nobody could talk to anyone or open doors. When pressing arrow keys to walk, skills would be cast; otherwise casting skills was impossible. Enemies could be killed from afar and it was impossible to level up. Mapping errors, passability problems, priority errors, you name them.

But you know what, that's a good thing. This allowed me to find the bugs I needed to fix.

The seven guys (and gals) were cool about it, and seemed to enjoy themselves greatly. Granted one of those was my sister, who gave some harsh but constructive criticism (well appreciated, mind), but in all it seemed a pretty fun night and went quite well.

Total stats for the day:

Most players: 7
Total Bytes In: 53,732
Total Bytes Out: 270,672

Lag was found unbarable, but that was because I was using my own machine, which I was also using to edit Vengeance, use Firefox with many tabs, post on RMXP.org, RUN THE SERVER, and play the game itself. In retrospect, not a good idea. But that is why I spent £200 on the game server.

Thoughts for the future of Vengeance?

I had been worried that the game would not be serious enough. But as it turned out that was a good thing. What's wrong with some light hearted mucking about every now and then?

http://img.photobucket.com/albums/v108/ ... 8aug02.png[/img]

http://img.photobucket.com/albums/v108/ ... 8aug01.png[/img]
 

Aerif

Member

Loved it, despite some of the weird bugs :P

I did get the talking fixed once or twice and got to see a scene with an infernomancer, that was fun.
 
Well done, God, Necrile, or whatever you wat to be called at the moment.

I've finally played Vengeance now! Whooooooo! Even if it was offline. But I have to say, Waytt, never stop working on this. Even though the first release was a complete cock up, it was awsome! One of the best RMXP games I've ever played. As soon as those strange battle/menu error are fixed, it's going to be an epic game. I bow before you as one of the best RMXP games creators around.
 
Thanks Necrile. I was actually about to do the same this morning but never got around to it.

The Beta server is now online if anybody wants to actually play online and find out what all the fuss about the bugs was about. It's very buggy, and probably quite laggy, but you'll actually be online with other people.

Here is the download link.

Remember to make a NEW password as I can unfortunately see them.

http://www.mediafire.com/?r3gm7qncgzm
 
I've been thinking, and writing down some thoughts, on the future of the game.

There are too many bugs to fix quickly, if ever. Too much going wrong in too many places.

What about... dare I say it... starting again from scratch?

Don't shoot me, I don't mean scrapping Vengeance.

Here's my thoughts:



- Keep the scripts of Vengeance and the base systems
- Keep the algorithms, battle system, etc
- Keep the key concepts (such as class trainers giving levels, etc)

BUT

- Start again with a new graphical system, such as the HKCP
- Create ONE map, with lots of features, 100x100 in size (less lag) to begin with
- Add a variety of quests

- RELEASE IT AS SOON AS POSSIBLE

I could carry on with Vengeance and end up never releasing it.

But if I start again with a new game, with the Vengeance systems, I could have the game fully released in as little as a week.

Every Friday a new quest, area, or new feature, would be released.



I'm just pulling ideas from a hat here. If you like say so, if not then er... shoot me?
 
There were 4 people online at some point, but now nobody apparently (except yourself, of course).

I'm going out for a while soon, probably now in fact. I'll leave the server on, but if it crashes there's nothing I can do.
 
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