Testing the Game

Opulus
04 Feb 2014, 10:51Hey guys,
I want to know if it is possible to start the Game from a specified point of the game, if I wanna test the Game I don't really want to play the whole game to see that what I've done doesn't works....
I want to know if it is possible to start the Game from a specified point of the game, if I wanna test the Game I don't really want to play the whole game to see that what I've done doesn't works....

Pertex
04 Feb 2014, 12:38Are you creating a text adventure or a gamebook? You can create walkthroughs in text adventure mode
http://quest5.net/wiki/Walkthroughs
http://quest5.net/wiki/Walkthroughs

Opulus
04 Feb 2014, 12:55So that means that I have to create a Walktrough and start it so I dont have to play this part again?
davidw
04 Feb 2014, 13:29Why not create a command which moves you a certain place in the game, gives you all the items you should have acquired by that stage and auto-completes every puzzle you want solving? Or type out all the commands required to reach a certain point in the game and then copy and paste them into the game.

Opulus
04 Feb 2014, 13:51davidw wrote:Why not create a command which moves you a certain place in the game, gives you all the items you should have acquired by that stage and auto-completes every puzzle you want solving?
Sorry but thats busting my mind ^^

Pertex
04 Feb 2014, 14:04Opulus wrote:So that means that I have to create a Walktrough and start it so I dont have to play this part again?
Yes, you can create a walkthrough by recording all your steps in the offline editor. After that you can start the walkthrough and continue playing after the WT ends
michaelsahn
05 Feb 2014, 13:07You can also simply drag and drop the player into the desired room before you hit Play...
davidw
05 Feb 2014, 16:56Opulus wrote:"davidw"
Why not create a command which moves you a certain place in the game, gives you all the items you should have acquired by that stage and auto-completes every puzzle you want solving?
Sorry but thats busting my mind ^^
It’s a lot easier than it sounds.
Say you want to start the game not in the first location but in the twenty-first. Fine. Create a task – call it “ding” – which when typed moves the player to the twenty-first location.
Say you have a puzzle which you want to test with the player holding a gun and a length of rope. Add commands to the “ding” task to move the gun and length of rope to being carried by the player.
Say you want the puzzle to only work if the player has previously spoken to Bob the gardener and has discovered the location of the hidden door. Create a variable – if that’s what Quest calls them, if not you can probably figure out what I mean – to determine whether the player has spoken to Bob the gardener and whether he’s discovered the location of the hidden door. If so, have the “ding” task change the relevant variables to completed.
Run the game, type ding – hey presto! You’ve jumped to the part in your game you need and don’t need to replay the earlier parts.

Pertex
06 Feb 2014, 07:47You can do this with small games but when your game becomes larger and larger you have to set internal and external variables and attributes, move objects and so on
davidw
06 Feb 2014, 10:21It's not like you need to set everything to test a certain portion of the game. Often a simple command to move the player to a later location so the game begins there is enough.
Liam315
07 Feb 2014, 10:58Pertex wrote:You can do this with small games but when your game becomes larger and larger you have to set internal and external variables and attributes, move objects and so on
I'd say that it's with larger games that the walkthrough becomes impractical- it starts to take a really long time to cycle through all the moves, and if you edit something at an earlier point in the game the walkthrough becomes unusable. That is unless you edit it in such a way to fix it which is just as if not more complicated than fixing up a "magic command" script.