There are a lot of reasons why someone might want to check out a guide like T Dub Sanders'. One might be interested in the underside of the game testing field. Others might just want to know what they can gain from a guide that is written to help people understand their role in the gaming industry. Others still are just pining for that ultimate career working alongside game developers and designers.

Whatever the reason, T Dub Sanders has put together one of the biggest and best game testing guides on the market – one that shows the underpinnings of the career in their raw, real format. There are no false promises of automatic testing or sitting at home and playing the newest games for hundreds of dollars a day.

That stuff is all pretty much a pipe dream and most people know it – yet many guide writers try to tell everyone that they can become the biggest and best new game testers in a field that doesn't really exist every day and too many fall for it. On the other hand, what T Dub has put together is a much more realistic, much more comprehensive look at what game testing is really about – the hard work and dedication that goes into becoming someone in charge of all that code each day.

By showing what it really takes to be a game tester, T Dub opens up an actual, realistic path to getting into the industry. He showcases skills needed to get started as a tester, the classes or college majors that people better be willing to invest in if they want to be a professional in this field and much more to help them figure out not only if the career path is right for them but if they are going to be cut out for it. That means a great deal for someone who may or may not know exactly what a game tester does and how it operates.

For anyone that is thinking about taking the path toward becoming a game tester, one of the first things that needs to be done is to learn more about what the career entails. Those people should pick up T Dub's newest guide and get a real insider's look at the job and how it really works. If you're serious about doing what T Dub shows you, you'll be on the fast track toward game testing in no time flat.
Showing posts with label Military. Show all posts
Showing posts with label Military. Show all posts

Wednesday, September 25, 2013

Day 905 to Day 916: Military Module Poll Results & Launch Date

June 30, 2013

This week we had a bunch of ideas, but no real consensus from the community so we decided to do a poll about what players wanted to see in the Military Module.  Here are the results:

pollpoll 

So, it looks like from these results that soldiers should be able to buy and equip their own weapons and choose their own units.  Also, that there should be a combination of PvP and collective damage.  We will begin to implement these changes over the coming weeks.

Barring any huge obstacles, we are going to have a launch date of Tuesday, July 30th for WorldAlpha.  For all of our IndieGoGo supporters and citizens who have bought Founder’s Packs, they will be able to begin their journey for Early Launch on Friday, July 26th.  We are excited to finally launch WorldAlpha!


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Thursday, August 29, 2013

Day 889 to Day 904: Community Input Wanted: Military Module

June 18, 2013

Well after a month of really no military action, High Commanders finally got into gear this past week or so, and launched into battle.  The result is as I feared as this module was being developed through Closed Beta.  The game mechanics don’t allow for all those who want to be involved, to get into the fun.  So, we are a point of trying to rethink the military module, and are reaching out to the community to get some insights.  Here are the six major issues with the military module as it stands now.

Movement/Getting into battle is not soldier-ledFighting is time-based. You must be on at the right time to participate fully.  Your citizen does fight when you are offline, but not much fun just logging in and seeing what happened.Citizens can’t own their “own unit”Citizens can’t own and equip their own weaponsSoldiers can’t select a Unit or Crew to be a part ofMovement and Fighting disrupts a citizen’s activity queue, by deleting all items.

My attempt was to make the game as realistic as possible.  So, in real-life your average Joe, can’t just create a military unit for their country.  Soldiers typically don’t bring their own guns to the military, etc.  I realize now to make it more enjoyable, that we need to bend the realism rules a little.  So, here are some suggestions we would like to make, to change the gameplay.  We are looking for our community to let us also know their thoughts.

Here are some solutions we have thought of, in no particular order

#4. Allow Soldiers to buy and equip their own weapons

#5. Allows Soldiers to select their own unit/crew.  Ability to make a unit/crew by application only

#6. Have activity queue pause until soldier returns home

#3. Allow citizens to create their own unit.  Unit still must be tied to a country and city and can be moved by appropriate High Command.

#1. With #5 soldiers can now choose which unit they want to be a part of, and obviously if they are in battle or not.  Also #3 allows them to create their own if they wish.

#2. This is the most difficult one.  We’ve bantered about maybe having a collective Health Bar, that you can damage the other side, and add to your own with health items whenever you login.  Every say ½ hour the health damage is then applied to all soldiers and vehicles, probably in a weighted fashion.   This does take away the PvP element we were trying to instill though.

So, there you have it.  Looking forward to hearing what the community has to say about our Military Module.  We would like to get all input by June 23, so we can start to implement next week.

Note: According to my word count, I’ve surpassed 15,000 words in my DevBlogs!


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