The NGLE Manual
Beta Testing
By George
Maciver
In
General
Beta testing is perhaps the most important
phase of any video game's development. Whether you've spent
a month or a few years on your adventure, if you don't have
it beta tested properly, all that work could be ruined by
one simple little gameplay killer. If you understand the
importance of beta testing, then read this tutorial
carefully and take it to heart. If you don't understand the
importance of beta testing, then read this tutorial
carefully and take it to heart. I cannot stress enough how
important the beta testing phase is.
When should beta testing begin? The short answer is after
alpha testing is finished. When is alpha testing finished?
That's easy! That's when you think your game is ready for
release. Your game is the best you can get it and you're
sure there is no more you can do and you feel happy about
releasing it. Now it's time for beta testing! This seems to
be a difficult concept for new Level Builders (and a few
seasoned Level Builders) to get their heads around. Trust
me, your game does not go for beta testing until you are
convinced it's finished. If it's not finished, you're still
in the alpha testing stages and if you employ your beta
testers now they will be wasting their time and your game
will not be beta tested properly.
When a game moves from alpha testing to beta testing, the
only changes you should make would be to fix bugs, gameplay
errors and textural errors. You should NEVER build new areas
or new gameplay or new puzzles during or after beta testing.
Again I stress, do NOT
begin beta testing until your game is FINISHED. Beta testing
is purely to iron out problems in finished levels. If
you ignore this advice the chances are you will release a buggy game.
Beta testers take take their job seriously and if games are
released with bugs it reflects on them and the job they do.
If those bugs are down to the Level Builder changing things
during or after beta testing and the game is released with
bugs you will not get beta testers volunteering to help you
again. Beta testers will invest days and even weeks of their
personal time to help you with your game. Respect that and don't let
them down.
Alpha
Testing
Don't cut corners and skip this step. Yes, I know, you're
excited about your game and you want to show it off and
that's marvellous and wonderful and admirable and quite
understandable, but your beta testers are not there to do
your job for you. If you upload an appallingly buggy game
that hasn't been properly alpha tested, don't be surprised
if your beta testers don't do a good job and don't volunteer
later when you actually need beta testers. Alpha testing is
YOUR job and it's extremely important. I consider my alpha
testing to be complete when I have a package I think is
ready for release. In other words, I can find nothing to
change or fix and in my heart I know my game is the best I
can make it and I feel it's ready for release. Now I begin beta testing.
During alpha testing, it is easy to move Lara around and
forget to put her back, stick in temporary triggers to open
a door and then forget to remove them and a few other little
things, so after I've packaged up my game for beta testing
guess what? Yes, I then test the beta package from start to
finish using only the files I will be uploading for my beta
testers. This is my final Alpha test. If this goes well, the
game gets uploaded and the download link is sent out to the
beta testers.
Another thing I always do before beta
testing is to go through my entire WAD using Wadmerger and
check every object to see if it's used in the map. If it
isn't used, I delete it from the WAD. That frees up all
sorts of memory and you'd be surprised how many objects you
don't actually use.
The Beta
Testers
It's important to have experienced beta testers on your
team. Oh sure, everyone who plays custom levels considers
themselves an expert on beta testing – one only has to read
the reviews to realise that – but the truth is most players
haven't a clue what's involved. Even with the best
intentions, an inexperienced beta testing team isn't going
to do the job for you. Like any field in life, beta testing
is a skill which must be learned. Beta testers like Raymond,
Dutchy, and Gerty, probably the most experienced custom level
beta testers on the planet, didn’t learn their
profession overnight! It takes a lot of experience and hard
work to be a good beta tester.
Your beta testing team must be motivated and nothing
demotivates beta testers more than a lack of communication
or lack of respect and appreciation for the work they're
doing. Communication is very important. Your team must be
kept updated by email and preferably have a private lounge
at a forum where they can openly discuss the levels being
beta tested and where there can be free communication with
the level builder. Beta testing is a commitment and carries
responsibility. Beta testing isn't a game so take it
seriously.
When you first contact your beta testers with details of
when you will be starting beta testing, ensure you can keep
your word. Don't tell them you'll be starting beta testing
at the weekend and then make them wait two weeks because
your level isn't finished. Your beta testers have lives,
they have families, they have jobs and they have other
commitments. Chances are they are making sacrifices
elsewhere in their lives to schedule you in. Don't expect
them to come back if you let them down because you can't
keep your word. Give them plenty of notice. They may have to
plan carefully to schedule you into their diaries. They may
have to take time off other things or stay home on a
particular day, so give them plenty of warning and make sure
you don't let them down.
Beta
Testing
Messing with your trle folder when you are
about to start beta testing is a stupid idea. Your job as a
level builder isn't done and won't be done until your game
is released. Beta testing is perhaps the most labour
intensive part of the whole level building job so don't
think you can relax now, or worse, think you can install a
fresh Level Editor so you can begin work on a new project.
If the beta testers find out you think your masterpiece is
flawless and you're installing a fresh Level Editor because
you don't expect to make any changes during or after beta
testing and you’re simply stroking your ego to look cool,
your beta testers will dump you and rightly so if that’s all
the respect you show for them and their craft.
A beta tester's role is primarily to find problems, therefore
any suggestions regarding atmosphere, music, texturing or
any other non problematic items are only brought to your
attention for your consideration.
For a beta test to be successful, your
testers should have never played your level before. As new
players, they will go everywhere and search everywhere and
get stuck everywhere. This is good! And the results can be
surprising! However, once your testers have played your
level, their effectiveness as beta testers is greatly
diminished because they now know which routes to take and
where all the pickups and baddies are. This is another good
reason why you should never have your level tested by your beta
testers before it is finished.
When folks get stuck while beta testing, reply to them via
PM or email. Don't put the solution up on forum boards where
everyone can read it. I don't even recommend using spoilers
because beta testers can be quite nosy! This is important
when testing gameplay. If, for example, you have 4 beta
testers and they all get stuck in the same spot, you now
know you have a serious gameplay problem. If only one of
them gets stuck and three of them pass that area easily, you
know you don't have a gameplay problem. However, if when the
first tester gets stuck you post the solution on the board,
all the other beta testers will read it and, therefore,
won't get stuck because they know the solution. Then you
will likely release your game
with a serious gameplay problem. Yes, situations where all
your players get stuck in the same place is not
‘challenging’ or ‘good level building design’ it is a
serious gameplay problem and either your game was not beta
tested properly, you ignored the advice of your beta testers,
or you don’t understand what good gameplay is. I can't
stress this point enough. If all your beta testers get stuck
at the same point, so will everyone else who plays your
game. This is a startling indicator that your gameplay needs
fixing. Don't leave it as it is, change it. Sure, you didn't
get stuck there, but you built the level and you knew the
route and what to do before you even started. Learn to
'listen' to the gameplay as your beta testers are playing
through for the first time. The idea is to iron out
frustrations and keep your gameplay flowing and your game
entertaining. If beta testers start showing frustration,
tune in, especially if they all show frustration at the same
place.
When changes are made to levels during or
after beta testing, the game will require another full
testing. Even if a game has been beta tested half a dozen
times, if you change it again, it will require another
testing. Once beta testing is over and your level has been
retested prior to release, DO NOT make any further changes
whatsoever. I learned this lesson the hard way. The night
before Imprisoned Spirits 3 was released I turned a set of
double doors round as a last minute adjustment. That's all I
did, turn a set of double doors around and then I released
the game without testing it again. Guess what? Folks could
get in behind those double doors and get stuck because I’d
turned them around. I had to take the game offline until I
found out what the problem was, get that level retested and
then upload it again. Trust me, it is better to release a
game you know works rather than risk tampering with it after
beta testing.
Believe me, I know what I’m talking about.
Just prior to releasing The Jurassic Stone, which was all
packaged up and ready to upload, I found myself with some
time as I'd lost trle.net’s FTP address and was waiting for
an email and so I decided to have another run through the
game. Well, I found a place where Lara did the jig. I'd been
over the place a hundred times and missed it and none of the
beta testers had found it either. It was unlikely anyone
playing the game would find it, but I figured I'd change it
anyway. So I flattened one broken floor tile, and touched up
the texture, saved it, outputted the WAD, converted the
level and put the new TR4 file into the upload package. Now,
I only changed one floor tile right? No need to retest the
whole level just for that eh? It was the second level too so
I would have to replay the entire game. Not necessary for
one tile and one texture, is it? I took a deep breath and
told myself to test it again. If you change something, you
must test the level. But I felt lazy. 'Oh, it's only
one silly floor tile! How is that going to affect the game?'
But I retested it anyway. When I got to the second level
where I'd made the change, I suddenly discovered that a
flame emitter which was triggered by a flyby camera didn't
work and so a door didn't open. I was stunned. What
happened?
I opened the editor and checked. Would you believe it? That
tile I'd changed had a flyby cam heavy trigger on it and
when I'd flattened the tile, the flyby camera way overhead
had moved off the tile and so it didn’t heavy trigger the
flame emitter. That's right, flyby cams can move off floor
tiles if you break them or flatten them. I broke out in a cold sweat. What if I'd just
uploaded the game without testing it again? After all, it
was only one floor tile, right? No one would have been able
to finish the game. It would have been a disaster. The moral
of the story is, if beta testing is over, do not change
anything. At least you know folks will be able to finish the
game. Much better they do a jig than find themselves stuck
in front of a door that won't open, don’t you agree? Still
not convinced? Try releasing a level with serious gameplay bugs after a good
beta testing and see how much you and your beta testers
enjoy the experience.
Do not use DOZY during beta tests, even if your beta testers
complain. DOZY is buggy and if beta testers use it they are
really of no use to you. How can you test for gameplay if
your beta testers are getting stuck and using DOZY to get
past areas?
Remember, beta testers are only useful if
they've never played your level before so it's important to
ensure your game is the absolute best it can be so as not to
waste this opportunity. If beta testers help you with alpha
testing or you let them run around in it while you’re
building, their beta testing results will be horrendously
devalued because they know where to go and what to do and it
will be very easy for them to run past problems. The first
time fresh beta testers play your level they will get
everywhere and into places you wouldn't believe and this is
where they will prove to be the most valuable. Even Crystal
Dynamics got this wrong with Underworld. If you really
must mess with a beta tested game, why not find a fresh
beta testing team to test it again before release? I guess
it all boils down to how much you care about the people who
play your games. Do you really want folks to get stuck and
not be able to continue? If you don't care, why are you
building levels?
Making Changes after Beta Testing
It can be a good idea to wait until Beta testing is over
before actually going to work on making changes. There are a
number of good reasons for this. One thing that is
definitely not recommended is making dozens of changes and
uploading dozens of new beta packages to be retested as you
go along. That will just simply not work and you will drive
your beta testers away. They are busy and they will not wish
to replay your game a dozen times because you keep uploading
new packages. If you are only half way through beta testing
and there is loads to fix, it is not okay to upload a new
package. It's not sensible nor reasonable. Beta testers are
busy people with real lives. Finish beta testing and then
make the
changes before even thinking about uploading it again for
the next phase of beta testing. Every time your beta testers
replay your level their value as beta testers diminishes
greatly. Their first time through is your most valuable
testing time. The pre launch test, discussed later in this
tutorial, should be only their second time through you
adventure.
Another reason for not making any changes until after beta
testing is finished is that you may change an area only to
have to change it back again as beta testing progresses. Do
this too many times and you'll soon lose track of things. As
the beta test progresses, write things down. Take
comprehensive notes on everything and make a list of things
you intend to change. When beta testing is complete, you can
then go through your list making changes systematically and
tick them off as you go. This keeps things simple and
prevents you from making numerous changes early on during
beta testing only to have to go back and try to remember
what you've done because you need to undo changes or adjust
them further. It is easy to lose control if you work this
way, particularly if you have a large adventure of many
levels.
Yet another reason for not making changes until after beta
testing is over is because changes can affect your gameplay
without you realising it. If you make dozens of changes here
and there in a haphazard fashion, it is easy to make
mistakes and forget what you've already changed and find
gameplay killers creeping into your work. If you have a
written list that you're ticking off as you go along and
make the changes in a controlled orderly fashion after beta
testing, it is much easier to keep control of things.
Pre Release
Final Beta Test
We are now at the most crucial part of a Level's development
– the second beta test. Release is not far away. Emotions
can be extremely intense and conflicting during this phase,
particularly for Level Builders giving birth to their first
baby. This is also where most beta testers and level
builders take ridiculous risks without realising what they
are doing.
The intensity of the emotions around this time have to be
experienced to be believed. There is nothing like it. For a
level builder, especially someone releasing their first or
second game, the excitement can be almost unbearable. They
will also be exhausted (this doesn't apply of course to rubbish levels
thrown together in a few days). And it can be a
terrifying time. Oh yes, releasing your baby to the world
can be a scary time. What if it's full of bugs? What if
thousands of people download it and they all get stuck? What
if I've messed up somewhere? What if everyone hates it?
These are all very real and conflicting emotions which can
be overpowering, which is why good beta testing is so
important. Releasing a properly tested level which you KNOW
works, is settling and calming, leaving you to enjoy your
release without tossing and turning all night worrying about
your game having serious gameplay bugs.
Just as with the first beta test, there are a few guidelines
and 'rule's if you want to have a successful pre launch beta
test. Firstly, beta testing is OVER. Get that clear. This
pre launch test is only to test the changes and that the
level still works. Texture changes, gameplay changes, puzzle
changes, new objects – that side of beta testing is over.
From this point on it is not advisable to make any gameplay
changes or wad changes whatsoever. This is not a time to
build new rooms, change puzzles or add new objects, In fact,
it's not even a time to change triggers or baddie positions
, unless it's a gameplay problem that shows up during this
test. The main beta testing is over! If you ignore this
advice, trust me, you are playing with fire.
Additionally, if things are not going according to plan and
your level starts messing up, this is not the time to decide
to split the level or remake areas. The game has been beta
tested so the problems have only come about due to your
changes since beta testing began. Find the cause of the problems and fix them. It is
safer to simply delete stuff at this stage than to try
rebuilding stuff. For example, you could find an object in
your WAD that you don’t really need, delete it from your
level and then delete it from your WAD. That might very well
fix your game and shouldn’t affect gameplay.
Say your
testers find a shortcut at this stage. Don't start
remodelling the room, why not just stick spikes there to cut
it off?
It is always the easy
option you’re looking for at this stage.
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