# Role Distribution
After leaving the company and becoming a full-time worker, it was clear what to do.
"We
develop all the content we have piled up."
As the number of repetitive tasks increased, each
role began to become clearer.
[table]
[tr]
[th]
[/th]
[th]
To Do (This week)[/th]
[/tr]
[tr]
[td]
Mokyok2[/td]
[td]Action, Skill, Animation, FX, Monster, Sound, Mastery, Numerical Balance[/td]
[/tr]
[tr]
[td]
Taeng[/td]
[td]World Design, Quest, UI, NPC, Monster AI, Cutscene, Gathering, Crafting, Map[/td]
[/tr]
[/table]
At the beginning of the work, we looked at each other's work and read the source code,
but there was a constant pile of content to develop, so
we couldn't afford to look at that at the end...
We trusted each other and did our best in our work. (I had no choice but to do so.)
If something comes out that we don't know while working on it,
we didn't know each other, so we just googled on our own.
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# Fun Verification
In this period, the
last week of each month was used as a period to
test the works so far.
We focused on "Is the content
fun? Is this
enough?"
[quote]
"Is the content fun? Is this enough?"
- The second most important concern after today's lunch menu
[/quote]
And in this process, if we were
not satisfied, it disappeared boldly or was
replaced with other content.
On the contrary, new
content was added in sections that seemed insufficient or empty.
[table]
[tr]
[td]
The one that wasn't in the original plan, but was gradually added[/td]
[td]Swimming, Fairy Tree, Ship, Gold Box[/td]
[/tr]
[tr]
[td]
The one that disappeared while developing[/td]
[td]Climbing, Horse Riding[/td]
[/tr]
[tr]
[td]
The one that we wanted to add but gave up[/td]
[td]World Event, Battle with NPC (like Skyrim), PVP[/td]
[/tr]
[/table]
Things that weren't in the original plan
In particular,
horse riding was studied for two to three weeks, but the quality of the horse riding did not come out.
Taeng said this was enough when he saw what I worked on,
but
I couldn't accept it because I rode Torrent in Elden Ring after work at the time.
In addition, it was concluded that the inclusion of horse riding, which was not planned, would
affect the level design of the world, so unfortunately, it was
decided to discard it.
Instead, we let the horse ride on the NPC.
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# The story of watching the ending for the first time
After many twists and turns, we developed
everything we planned and began to test play in earnest.
[quote]
"We fixed it when we met the bug, and if the balance was a problem, we fixed it. And kept playing."
[/quote]
Taeng was [strike]suffered[/strike]
happy to experience the
elaborate skill shot of the monster
I made, and
I was
fooled by the NPC by choosing options from the map and quest made by
Taeng.
What if I don't get the quiz right?
Like that, we finally had only the final boss left for a few days in the test play, and after several attempts, we were finally able to face ending credits.
(But our names were the only names on that ending credit. lol.)
Please let everyone in the world watch the Rune Teller's ending.
Watching the ending credits of our own game was more touching than we thought.
We left work so pleasantly that day.
---------------------------------------------------------------------------------------------------
# War on bugs
Of course, watching the ending didn't mean that the work was over.
The impression was only brief, and all
bugs that occurred in the process had to be
fixed.
Among them, there was a bug in which an
animal kept
floating in the air while running.
At first, a wild boar that hit me and ran away flew into the sky, which made me speechless and annoying. (Laughing)
So we let it fly away and put an
FX that cross the wind under its feet, and it was very cool.
Rather, it was decided to leave it as it was, judging that users could
happily accept it.
A wild boar preparing to fly
On the contrary, there were bugs that required
a lot of fix.
Rune Teller is a P2P-type multi-play, so a server user exists and an attack/hit decision occurs based on the server user's screen.
As a result, from the client user's point of view, there are cases where
they are attacked even though they obviously avoided it.
This bug gave the client user such an unpleasant experience that we modified it to make their own judgment.
I avoid it! (I couldn't)
---------------------------------------------------------------------------------------------------
# War on balance
It wasn't just the bug that had to be corrected.
We tested it with two people, but many people would play alone, so we had to verify that people could see the ending alone with normal difficulty.
If there was anything too easy or too difficult in the process, it had to be fixed.
We watched the
one-person ending
three times for each weapon,
and we watched the
two-person ending
three times for each combination.
We killed, killed and killed the last boss.
In the process, we realized that the game was
too difficult to play alone.
So, we have created a system like a simple mercenary(?) for users who play alone.
When we added a
scarecrow that could
protect me in front of me, we felt balanced.
A friend of a single-play user
It was also necessary to verify the three-person play, but it was not easy to check the balance because there were only two of us, so we had no choice but to test based on functions.
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# Development is done! Test is done! And now..?
The development is over and we have tested it several times. Then what should we do from now on?
From here on, it seems that the story of a different topic will begin.
However, the only thing we did wrong was that we thought naively,
"We're done developing it, so we'll have to market it from now on."
That's not how you do marketing~.
---------------------------------------------------------------------------------------------------
I think I can write about marketing if I have a chance.
I'm done with three episodes of how the Rune Teller project started.
In the next episode, I'll talk about why the number of multi-players is up to three.
If you enjoyed reading it, please leave a comment.
We always welcome your questions.
[ 2022-08-12 12:34:11 CET ] [ Original post ]