
Hello, friends.
You know, the main advantage of working in game development is an opportunity to work while playing. Now when you are on the edge, trying to punish those guy from the game design department or testers which constantly reel up your artillery on your poor tank tracks ( yes, you know, what I mean), screaming with anger and helplessness or beating yourself on the chest in a moment of triumph… And when someone asks you, what the hell is going on and why so much noise is generated from your room, you’d usually continue playing quietly... But Oh, no, this time you proudly and emphatically say - I’m testing!
Those who are about to test salute you! (с) Оbiriron
Today we will tell a little about how the Soldiers: Arena closed alpha is going on. At this time fifteen people working on our testing plantations, collecting harvest of bugs and suggestions. As mentioned
earlier , in the beginning we were more interested in playtests rather than in testing in the full sense of the word. Now tests with group Alpha (let's call it so) have become a permanent part of the development process, familiar and very useful part, I’d say. We constantly receive feedback from players on each embedded feature and each change of the in-game balance, which is great.
Now we feel that it is time to add more people. And the first thing we’ll do is write to the guys, who left their requests
here . In the near future we plan to invite 15-20 people more, but will do this gradually. Foreshadowing questions, we respond immediately that we base on the data that you specified in the questionnaire, while selecting. There are no secret department of selection and growing the super-testers, it's all rumors. In that building we have... eeee... cafeteria. Ignore the sign board.

We thank the guys for their help in testing, finding bugs, and for their wishes and requests ( some of them are damn prolific and it can not but gladden). To all other now part of the testing concerns moved to Alpha-team and the work goes even faster. We are wildly happy that, even in the raw pre-alpha form the Soldiers: Arena gameplay is causing so many discussions amongst testers. Sometimes you decide to relax on a Friday night, and on Saturday morning more than 500 messages of skype skirmishes are awaiting for you. On topics ranging from the behavior of the infantry AI during shelling, movement, or firing and ending with the reaction of tanks to the hit of different types of shells. And all this with passion, resentment and drama, worthy of the Aeschylus pen. What other proof is needed to understand that the course is set up correctly?
We said earlier that we want to expand the number of fortifications and now implement the engineers into the game, which we are testing now, amongst other things. We are looking for bugs, check how they complement the gameplay of the different commanders. Now they can put anti-tank hedgehogs, breastworks, barbed wire and dig trenches, but in the future we are likely to add some work. They are cool and make the game for artillery commander more comfortable increasing his survival rate even without proper help from teammates. At least you have a chance to protect yourself with the hedgehogs and barbed wire from the advancing enemy. And moreover they are greatly expanding the role of supporting commanders in the game, but we’ll tell more about them at some later stage. Now you’d better look how they were tested.

As you can see, we're not just playing games, we are also making patterns of anti-tank hedgehogs and doing other incredibly important things.

And deploying mines... Turn back, Dorothy! This is not your yellow brick road.

Finally, we invite you to warm up your imagination and suggest a funny name for the last screenshot. Here are a few options from us.
- Lifetime barricade .
- There will be no problems with Capulets if we’d have one!
- Germans take too much time making perfect lines of things.
[ 2017-01-26 19:31:20 CET ] [ Original post ]