Hi john.
I am in a couple test teams currently so I will try to help.
my answers are dispursed through out the message.
At 03:36 a.m. 9/07/2014, you wrote:
Hi all,

I'm looking to get the community's opinion on how you feel that the beta process for a game should be handled. I have several different concepts, and I'd like to figure out which the community prefers and why. Below, I'll detail the different strategies I'm thinking of. If you could, please choose the one (or top couple) that appeal to you, and explain why you feel this way. If you have your own thoughts on how betas should be done, I'd love to get more input.



The first strategy I'm considering is a public beta. Basically this means that once there's a playable game, it would be released to the public, just as if it were finished, with the caveat that there are probably going to be less features and more bugs than a released game would have.
Well thats fine, no deadlines, or anything.
However stuff like that can get lost, people will get tired of a game even before its out unless it just comes out without warning.
And once its out there will be preasure to get it out.
Without a test team to test it privately to there may be a lot more issues than expected.



Secondly is a private beta process. Once a beta version of the game is finished, a team of testers would be selected, and would be able to test out and help debug/enhance the game prior to release. Thats a good ida, its what is currently done at least its the way I do it for the stuff I am involved in.



Third is a private alpha/public beta process. This would basically mean that an even earlier version of the game would be released for private testing, and once most of the issues are ironed out, released as if it were a public beta.
Well as I have helped in the design of stuff from the ground up sound wise it can be done ofcause you go back enough you will have a lot of extra stuff to handle. this does handle things well though private alphas and betas followed by public betas and maybe concept demos if you are that daring. Ofcause you will have issues such as how to have people comment and test weather its through a dropbox system for files and a server or server all the way, etc. In mtg one of the groups I have been testing in for example, a spammer has somehow got our comments server app, and used it for no good. its secured now, but with any system say dropbox folders things can be deleted by mistake ie you restore the system with windows restore and the point is not dcurrent or.

you kill something by mistake to people simply killing files.
This can get bad fast and has caused the odd folder to close.
In one case with me when I had an issue, people were not happy about what happened justifiably, and I was able to fix my processes and backups to fix that issue or at least minimise it.
However this way has headakes but then  they all do.


Fourth is simply not doing a beta process at all, and only releasing the game in any form when its ready and fully playable.

This is a really bad idea.

First impressions mean a lot here.
if somethin you released is not looking good first off people will say this is crap, you are crap, all your stuff is crap and you may have hacked it from somewhere else.
And it gets deleted and forgotten.
I have had a few such games that while I have not commented on them as such have gone in the bin because I didn't feel they met my expectations. The thing is now with bgt being free and so many other engines and such though there are few real companies the number of small startups 2 of which I am in are popping off daily or at least almost daily.
There is a lot out there.
Some of it is good, some of it is not.
But if you don't want your stuff lost you better make sure you keep that topic in the forums near the top. In the audiogames forum if a topic drops below the first page I know that its been forgotten. It doesn't matter if your game was good or not the fact that you left it to long and its off the front page automatically classifies it as probably not worth it and if you leave it longer it may not even interest anyone.



In addition to all this, if you're a developer whose experienced beta processes before, would you be willing to share some of your thoughts/experiences/words of wisdom with me? If you've done beta testing, is there anything that should never be done, or something the game dev can do that makes testing easier on you?

Well as a tester and sound designer myself, I don't know.

It all depends what resources you have at your disposal.
You need at least a bt sync share, dropbox google drive or other storage to have your files and comments text files. From a calaberative standpoint google drive or dropbox maybe dropbox would be good starters as they have clients and can be easily used but you have issues with files being killed. bt sync uses the bit torrent system and you can control with the means of secret codes who has read or write permitions.
But be carefull about those as they can be abused.
Limited files you can use sendspace there is something called wuala I think and thats supposed to be good to.
Servers.
If you have access to a web or ftp server your files could go on there, maybe having a secure comments system to your server will be good but make sure you have a username password scheme bcause otherwise it dcan be abused.
There is a topic somewhere on the audiogames forum about sounds.
A few sound libraries are always a good starter royalty free sfx are cheap but you can ocationally get some sfx from games or other places. You don't necessarily need to own them yourself as long as you can get whatever you need when you need it and ideally have the licence to use them its enough.
Music.
In contrast there is a lot of chip and other music on such sites as bandcamp which can cost for nothing to next to nothing maybe a bit more but nothing over 10 bucks and as little as a dollar or nothing.
Some are name your price so you can pay what you want.
There is a lot of free stuff and most of it you need to credit the author and website. As for code and libraries most stuff is free you can sometimes get stuff if you know how a lot of opensource stuff exists already. If you need to use a discussion group ie freelists or yahoogroups or something that is fine to but they have their own set of things to sort. If you have a web sever and mailman you can make your own list but there are spam issues to handle to.
And there is probably more I can not think of right now.
it all depends on what you want or need.
For a first timer, dropbox folders are easy to setup.
you don't get much space to start with.
Firstly you will need to make something simple and release it so people get your style then see what happens when you ask.
You may get better responce if someone knows what you are about.
Its not always like that ofcause most times when I want to do something I shoot in the dark and hope like hell I have not made a mistake. In the case with mtg and also reality gaming studios the 2 groups I am currently working with, I was able to play some basic versions of the games. Compaired to what I am testing now they are totaly rubbish but at least I got a good idea of what I was doing. Though I have worked on testing projects on and off for the last 10 years or so I have only really been on a constant ish role since the beginning of last year so maybe a year or 2 at best real work.
You also need to be on reasonable terms with your testing team.
I don't mean always agree but getting into a big dust up is probably not a good idea either. though I have had good relationships with my bosses, there are a few that have really not got me into a mood to continue working at all. If you can't take harsh critisism from your team or have a short fuse or someone in the team does then they or you are probably not going to survive the process.
There have been situations where this happened to me.
Though I only rage when justified there have been times it could have happened more often, and my temper can be shorter than most of something is not just so.
Saying that in 99% of all cases you shouldn't have an issue.


Thanks,

John



P. S:

Over the past several months I've been sending a lot of messages to audyssey asking for help with programming and concepts, and I think I'm finally at the point where I can start to offer up some details on the project I've been working on.

Most of my reason for being so secretive up to this point is simply that I wasn't (and still aren't completely) sure that I was actually going to be able to finish off the game.

The basic idea is a combination of aspects of the smugglers series and time of conflict.

Inspired in part by all the news about U.S. cyber security and some particularly interesting articles I read about a year ago, I came up with the idea for this game. The (incredibly creative) storyline is basically that government and corporate types managed to develop a chip that allows a remote user to control a person's actions and/or emotions remotely, and then marketed it as a way of advanced crime protection and mental health management. Of course, remote meant via computer, which was hackable, and that's exactly what happened. You will play the part of the leader of a small fringe group who managed to escape the clutches of the people that now control nearly all of the planet's population, and have to defend your base against their attacks until the scientists and programmers you have with you manage to crack the signal being used to access the chip, and return free will to the citizens of earth.

The game is primarily going to be menu based, though I'm still tossing around some ideas for areas where text input would be more useful than scrolling through massive menus.

There are a lot of aspects of the game that are still incomplete, and most everything is somewhat malleable at this point, but I'm pretty confident with the overall storyline/game concept.

I'm writing this in bgt, which means only windows xp and later will be supported.

The game is going to be completely freeware, and I'm currently planning to be hosting it on dropbox.

I'm not going to offer a release date, but I will say that I'm at a (extremely) tentative alpha stage right now.



Happy gaming.
---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].



---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to