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Call for Testers, and a Status Update!

  • Deltree
  • 07/22/2013 09:31 PM
  • 13224 views
It's been almost a year since The Drop was first announced, and I'm proud to proclaim that the beta is finally here! As such, I am looking for a handful of volunteers to test out the full game before I release it into the wild. If you've got several hours of free time coming up and a hankering for some merciless dungeon crawling, then read on!

I will make the beta available this Friday, July 26th. I am intending to release the full game in the middle of August, which is a pretty short time frame, so don't be shy about messaging me any issues as they arise, as opposed to collecting them and sending them all at once! (My free time thanks you for this.)

Here is a list of everything that's changed since the demo, including additions, fixes, and tweaks. In other words, these are the things to really watch out for:

CONTENT:
-All 8 playable characters (4 original, 4 returning from The Reconstruction) are available from the start. There are several more characters that must be unlocked.
-All playable characters have an introduction and an ending sequence (upon reaching floor 30). Player-made characters have a generic ending sequence.
-Post-game play is available: Enemies and rewards will scale up as you go beyond floor 30.
-Character creation is 100% functional.
-Completely randomized characters are available.
-Overworld "safe area" with merchants and other friendly NPCs is now available.
-Approximately 18 spells of each element are available to be learned.
-Floors can be one of 8 different "themes," each with their own graphic set, flora, and pools of items and enemies.
-"Regular" and "Hardcore" modes available. In the demo, it was a combination, where you could save your character at any staircase, but being defeated was a game over. In Regular mode, being defeated sends you back to the safe area with no items and half your Favor, and you can only save in the safe area. In Hardcore, your character is deleted when you load your game, and you can only save & quit on the stairs.
-Accomplishments can be earned for reaching certain milestones and unlocking certain characters.
-There is now a Bestiary that you can fill out. It's shared between characters, and gives some basic information about each enemy you've defeated. Visit the statue on the overworld to get rewards for collecting lots of entries.

GAMEPLAY:
-The targeting cursor will now "snap" to the nearest enemy automatically when casting a spell, throwing an item, or inspecting.
-You can now purchase a mini-map in the safe area. It is treated like an item in your inventory. Press the '9' key to open/close it inside a dungeon. You can also "use" it from your inventory window if you are without a keyboard.
-You can no longer convert items to Favor when you're under attack. This is to prevent "pump and dump" scenarios where you know you're going to die and want to ditch your inventory for Favor before it's lost. *whipcrack*
-You can now throw items to distract enemies. Any non-deaf enemies within earshot will turn to face where the item landed.
-You can now play in "interpolating" fullscreen mode by pressing the F5 key. This is a must for Windows 8 users, as the standard fullscreen mode is unplayable.
-The "lag" experienced when using a FORCE ability has been fixed.

MECHANICAL:
-You can now break through certain walls by using a spell/item with either the FORCE or WARP property! These breakable walls have a unique appearance and are scattered around every floor.
-Enemies distracted by an item they LIKE will return to their normal behavior after around 10 or so turns, instead of being permanently distracted.
-Added a "LOVES _____" property to some enemies. For instance, the hatchling enemy "LOVES GRASS", and throwing it a GRASS-type item will cause it to become friendly. (no weed jokes thx)
-Added a "TRUST _____" property to some enemies. If your player character has that property innately, then an otherwise-aggressive enemy will be docile.
-Enemies can now be befriended by using a "LURE" item, an item they "LOVE", or by having an innate property they LIKE.
-Friendly enemies will now fight for you. They will melee attack any hostile enemies in an adjacent square; note that they will not actively seek out fights. Also note than an enemy attacked by another enemy will give dimished rewards, and a defeated friendly enemy will give no essence at all. Hostile enemies will fight them back as long as your character is not within range of their special attack. Lastly, friendly enemies will not attack hostiles of types that they "like" (for instance, a friendly human might not attack other humans).
-Friendly enemies can be nudged out of your way by walking into them.
-Fleeing enemies will now make more of an effort to escape (as opposed to getting stuck in a corner).
-Some enemies' skills will create noise, causing other enemies nearby to look in your direction and potentially spot you.
-Some enemies are "social" and will seek revenge on you if you defeat one of their friends in their presence.
-"Restricted" line-of-sight mode is now available as a challenge trait for custom characters. You'll get a little bonus to growth rates if you take it. You cannot use the mini-map, however.

AESTHETIC:
-Enemies will no longer "twitch" when coming out of their "damaged" animation.
-Enemy names are color-coded according to how powerful they are (Blue-Yellow-Orange-Red-Purple).
-Item healing/harming icons on the inventory screen now show the multiplier amounts as well.
-Enemies who "BLOCK" a property will now give a warning message when the damage is resisted.
-New music for random floors and some special situations.

----------

I'll take the first half-dozen or so volunteers before Friday! Thanks for your continued support!

Posts

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I would love to beta-test this! I played the alpha build and gave feedback on that already, and I'll have plenty of time this weekend to play it.

Crap. I liked beating up enemies when they got stuck in corners. Darn you. I also kiiiiind of wish saving at stairs was possible for the beta only to make things easier to get through quickly for testing, but...I also know we should play the game as it's meant to be played to properly test it, so yeah.

Everything else sounds great, though, I can't wait to play it!
edchuy
You the practice of self-promotion
1624
I'll be honored to test it! 30 floors at least? Sounds good.
I will volunteer. I'm not sure if I'll be able to be as effective of a tester for a randomized dungeon crawler, but we'll see.
Deltree
doesn't live here anymore
4556
Thanks, y'all! I've added you as testers. I'll still take a few more volunteers before Friday (or it could be Thursday night as I now realize I'm actually going out of town on Friday).
I'd be delighted to help test your game if you'll have me!

This'll be my first experience with your game though so bear with me~
Deltree
doesn't live here anymore
4556
Sure! Some untainted eyes would be a good thing!
Gibmaker
I hate RPG Maker because of what it has done to me
9274
I wish to test.
edchuy
You the practice of self-promotion
1624
Gourd and Gib, now we have a kickass Motley Crue testing team!
I would love to help test the game!
Opps, sorry about posting three times!
Deltree
doesn't live here anymore
4556
Don't worry; I'm impressed! I've added you both.

I think I'm at a decent number now unless you really really want to try it a few weeks early. And if you ask nicely.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Deltree
doesn't live here anymore
4556
Good morning! I've uploaded the beta for testers only. I think you should see it on the download page (I have no idea how this works). It will be labeled "Beta Version 1." Let me know if it's not showing up and I can send you a direct link.
edchuy
You the practice of self-promotion
1624
Good morning to U2! Nope. I don't see it there. I guess you'll have to PM us the direct link.
Deltree
doesn't live here anymore
4556
Dag nabbit. Okay, check your inboxes in a bit!
Deltree
doesn't live here anymore
4556
First showstopper bug, boys and girls!

If you try to use the Golden Thread while under attack, the game'll hang. I'll try to have a fix (along with several other issues) uploaded tomorrow or Monday.

(Edit) It'll definitely be tomorrow, so get me any issues you've found before tonight and I'll try to squeeze them into the next version!
Pain from a wild-borne Shra disappeared the turn it affected me.

Two companions in a row getting in your way is seriously starting to annoying me now. I'm seeing more and more locations where they could have messed me up. Of course, it's always possible to just attack them and kill them so it can't break your game or something but still.

Inspecting by using the shortcut with the X button is not working - Note a companion is directly in-front and behind me. (Or to my right and left if I face up) All other shortcuts by pressing X work fine, though.

Do spells from behind do more damage? I know a basic attack does, but it seems the spells aren't doing as much - I'll have to test this more to be sure, but I wanted to check if it was even supposed to..

When you talk to your opposed element Shra to buy something, they normally say you can't because of your opposed element. However, if you don't have enough Favor, they do the text that says you need more favor, even though getting more favor for that Shra won't do anything. I feel like the description for not buying because of your opposed element should stay in those cases to be more clear.

_ X
D M
T X

T (enemy) was running into the wall while the D (Dog) was constantly attacking it. The enemy was 'going after me' despite never attacking the dog back. Easy kill :D It did eventually use a special attack on me, But I just got out of the way a bit more and my dog kept on attacking and was then fine, not getting hurt by the enemy who was facing me like so.

D _ _
T X M
_ X _

There was a wall between us, and the dog killed the enemy while I patiently waited. This has the potential to be abused if exploited.

Also it takes forever to go through turns when you have a companion on each side of an enemy. And the enemy's healthbar doesn't update until the end of the turn, even though they die at the right time. This doesn't really...affect anything and fixing it would probably slow things down more but I thought it was worth mentioning.

...what does TRUST CHARISMA mean? The guy didn't follow me like the like charisma or like human property.

There's a great deal of lag when disoriented.

I could only throw the trembling fern item one square forward. No status affects were currently on me, although I recently couldn't see clearly because of a curative.

My biggest issue, though, is the fact that you can only save when on the top floor. The fact that going back down costs so much will mean eventually it's not really possible to go back down since each time you pay for all the floors you passed through. Unless the favor you get starts increasing a good deal, by floor 10 and especially 20 if you're going up every now and then you'll be paying more and more favor but not getting enough back to make it worth it.

Now maybe this is an intentional game design choice but right now it's the only way to save! You absolutely need a way to do a quick-save that will delete itself once you start the game back up. I don't want to have to travel back to the top to stop playing, especially if I just recently spent all my favor doing that and would have to go through all the floors again just because I can't continue playing at the moment.

...unless this has been possible the whole time and I've just missed it. In that case I'd feel rather silly.
Deltree
doesn't live here anymore
4556
Yay a wall of text! Here goes something!


Status effects can last a single turn, technically. I can make them last a minimum of a certain amount if that would help, but it's pretty much a random duration up to a max right now.

I think I'm misreading something with the inspecting and the X button. If you mean the over-the-shoulder popup menu, you have to hit the direction twice to pull it up, rather than one and a Z-confirmation. Am I reading that right?

Spells from behind don't matter; just melee attacks.

I can switch the priority for the merchants' elemental message. It's just a branching text logic thing.

Yeah; enemies will only fight if they are outside of special range. I was going to have them use special attacks 100% of the time if they were blocked in by an ally, but it didn't work so well in practice. I still haven't though up a good compromise since it's pretty infrequent. (If enemies always went for the ally before the player instead, it would make things even easier!) So, I am open to suggestions!

I'll find some ways to speed up enemy-on-enemy attacks. I guess it's a pretty stark difference from playing solo. I reckon it's possible to update the inspect box health bars for enemy attacks too.

"Charisma" is an innate property for some characters (for a couple story ones, and it's a possible trait for custom characters too). There are a few different properties like that, and even some cases where a character can have a "magical" property innately, like "Warp".

The lag when confused may be the game trying to run you into a wall. Technically, it still pauses the 3 frames as if a step was taken, but since your position didn't change, a turn didn't pass, so it's a matter of the random step finally moving in a direction you can travel. I think I can add a check to the "move at random" function to tell it to try again if it "fails."

Some "lightweight" items have very short throwing ranges. A fern is pretty light!

I've been tossing the save issue around in my head, but in my test runs (after I reduced the cost per floor from 100 to 50) I didn't have any trouble making up the cost within a floor or two by pawning off weapons and music boxes I found along the way. A quick save, however, is a great idea, and completely feasible. Of course, you'll only be able to have one active at a time, so I'll have to find some way to communicate that to the player. I'll get that implemented in the next week or so! (Bugs take priority this weekend.)


Thanks a lot for all your input!
Deltree
doesn't live here anymore
4556
LET'S DANCE



to the song they're playin' on the radio
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