Forever Midnight
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grenideer

There are a lot of bugs with this. For one, examining anything seems to always examine the conference table, no matter which room (or building) you're in. A few times there are some rooms that don't properly tell you about all the exits. Some other little things (i was trying to hit enter xxxx for the keypad code and it kept saying 'you can't go that way'.

Still, it's very cool to see a verge text adventure. The plot of Diver Down was actually partially created when I was making a text adventure (that never got finished). The game story seems interesting but it kind of felt like there was nothing to do in some of the places. Like I would just walk around and read a description and move on. There should be more interaction in each room. Unless I was totally missing everything. :b

Is this project gonna be worked on anymore?

Posted on 2004-03-10 22:52:55

blues_zodiakos

I'm not really sure about the examine bug, because it seemed to work in all instances I tried (examine the table, examine the desk), but I'll look into it. Also, for the keypad code, just like the professor and the Readme.txt say, the keypad code is 3 digits, not 4. :D

Can you give me any examples of rooms that don't show their exits correctly? It's probably just a mistake in my database. I didn't have a lot of time to test the whole game, and since 69 people (as of now) have downloaded the game and not a single one has given me any feedback except you, it's hard to tell if people are having problems. :D

-edit

In retrospect, that's probably because I didn't include my email address in the readme, but then again, I don't want people who don't like my game signing me up for uberspam. I was kind of hoping they'd bite the bullet, sign up for the boards, and tell me there, in my original thread (that I don't think ever got any replies).

Posted on 2004-03-11 18:49:01 (last edited on 2004-03-11 18:54:50)

grenideer

Well, some advice for any indie developer is that you have to work to get feedback. I released an original rpg with 15 hours of playtime that got great reviews when it was reviewed, but sometimes getting feedback (especially when specifically referring to bugs) it was a pain.

We all do it. We all download games, play them a bit, then delete them without contacting the developer.

For exits, I don't remember the room, but it was only like the 2nd or 3rd room you're in. You start by going west a couple times, but one of the rooms doesn't mention that you can exit to the east.

The examine bug seemed to occur after I examined the conference table. From then on out it was borked.

That keycode thing... You gotta have some kind of feedback (especially in a game like this) that my input is a valid command but I entered the wrong code. If I try and enter a keycode and the text says "you can't go that way", it lends me to believe that the game is messed up, or expecting another command. Any 'enter x" number command needs to say correct or incorrect code. That way the player knows that they're using the interface correctly.

I'm using Win98, btw.

Posted on 2004-03-11 21:31:37

blues_zodiakos

In truth, the 'enter xxx' thing was a bad design decision on my part. It was really a way for me to test if my non-standard exits were working (there is actually an exit called ### in the room, you could type 'go ###' and it would still work).

What I should have done is released the game and called it a beta version, then went back and fixed the stuff that seemed broken. For example, I think the 'speed' command was added because someone thought the game was too slow.

I think the main problem is that, just like with commercial games, people don't like to play the game over and over again, looking for bugs. They just usually accept the broken stuff and keep playing, or they get mad and put the game away, never to play it again. I have this real aversion to 'pushing' people to play my game, because I don't want people to think I'm this psycho that thinks that everyone must devote their time to basically working for me.:D I'd rather mention it a few times, and if nobody says anything, I'll just let it drop.

Having said that, I'm still kind of shocked that nobody has really dropped by to say "Loved it/Hated it/Want you to die"... Maybe I'll try a little harder with the next game. :D

Posted on 2004-03-12 05:56:29 (last edited on 2004-03-12 05:58:04)

Mythril

It was an okay game, but I've found that I am too lazy to read all the text when playing text games now... :S

I did finish the demo though. :D Nice touch with that keypad thing, I do agree with grenideer that it'd be better if the keypad gave a more logic feedback when entering the wrong keycode, although I do also understand codewise why it doesn't. (Shortcuts can only do as much. :P)

Posted on 2004-03-12 14:10:33

MudGolem

"Loved it"

There you go, and I'm usually not a fan of text games :)

The only things that annoyed me about it was that moving sometimes made you move more than one room (happened to me a few times at the start going to the conference room.. I could've hit enter twice or held it by accident though, sorta rare problem) before the descriptions for the first one showed, and typing fast sometimes missed your keystrokes (ex: it'd show keycrd instead of keycard), I'm a fast typer :)

Thanks for the final clue in the readme file!

Posted on 2004-03-19 00:14:45

blues_zodiakos

Wow, thanks for the comment!

I'm not sure what might be causing the double move bug, because it clears the command buffer everytime a command is entered, as well as clearing the key buffer. I think. I do know that I made a command "again" or "z" that repeats the last command. I don't think you are accidentally doing that though, so it's probably a bug.

As for missing your keystrokes, damn, how fast do you type? I type at about 50-60 WPM, and I couldn't get it to drop keys. I know what is causing it in this case - I'm relying on V3 to do the key buffering, which won't be perfect in the loop I'm using. However, to be able to get keys to drop, you have to be typing REALLY fast. :D

I'm thinking about releasing a second version, for several reasons. First of all, I don't think it's finished. In a fit of madness, I released an unfinished game as a "version 1" because I wanted to get it out fast, which is something I always get mad about when commercial publishers do it. Second, there have been some changes to the main story of my official (or not) game, and I need to make those changes in the game to reflect those (name changes, continuity, etc). I might as well make some major improvements while I am at it. :D

I really appreciate your comments.

Posted on 2004-03-19 20:42:31


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