Game progress trackable? (I'm confused and lost)
RavianGamingIndustries
28 Nov 2016, 01:16Ok, I know that the title of this topic isn't well written but I want to know if I can tack/see who is following my game (Since it's a "Work in progress" game, being able to see the number of people who play my game [which would be determined by how many users replay my game every time i publish an update] helps me to determine whether or not it would be worth continuing) So Im curious if there is a way to track this then I would greatly appreciate the help on learning how to do that. I've tried posting a topic for it in the "General Discussion" Forum, but it seems like no one noticed it. In case you haven't seen it (and would like to) here's the link for the post

OurJud
28 Nov 2016, 01:31RavianGamingIndustries
I've tried posting a topic for it in the "General Discussion" Forum, but it seems like no one noticed it.
You posted that topic less than 24 hours ago. I don't want to sound harsh, but why do you assume people are going to flock to your game and begin discussing it on a forum, less than 24 hours later?
Just be patient. If your game's good enough, people will play it and word will spread. Although I think you're probably heading for a disappointment, personally, if you think people are going to be that interested in any text adventure, that it needs it's own thread.
The usual etiquette is to start a thread announcing, and linking to, your game, and have that as the place for people to give their opinion and/or discuss it.
RavianGamingIndustries
28 Nov 2016, 01:37I don't expect people to talk about it like they talked about No Man's Sky before it came out but because my story is largely based on player choices, there are certain situations where I feel it would be better to have player input as to what should happen, a prime example is a spot I'm stuck on right now, I put in a little battle test for the player, and I consider myself a rather good strategist but I understand that everyone is different so I know an easy way to pass the test but I'd rather know what they players would do, so naturally I want to ask for their ideas and feedback as to what they would do, but I don't know where/how to ask for that kinda feedback
And that thread is where I would ask such questions and be able to get the feedback I'm looking for, and while I understand it's a relatively new topic but without the feedback I'm looking for, I'm kinda at brick wall for my story
XanMag
28 Nov 2016, 03:42I was in a rush to get feedback too when I made "Xanadu - The World's Only Hope, Part 2 - Revenge", the greatest text adventure game ever written (wink, wink... laughs a little... cries a little). Eleven months later it has a play short of 200 (that's 0.62 plays per day and 20-30 of those are probably mine!). lol. Bottom line, you really need to write for you and no one else. The market for TA's is pretty small. If you think it is good, then most likely, others will to. If others think it is good, plays will start to roll in. Don't expect 1000's of plays unless you make it on the editor's choice list or if you have made a cult game (like those goofy giantess games or undertale or my little pony bleck or warrior cats or any other such filth). Or, just make a smutty porn game. People will flock to those...
It's unlikely that people will play, let alone comment and provide immediate feedback, so soon after publishing. If I were you, I would complete the game, test it about a gazillion times, publish it privately, share the link on a post on the forum with a note that you are looking for beta-testers, and then go back and alter your story based on the feedback you get. If you are at roadblock that prevents you from continuing based on player decisions, then you should make as many avenues as possible to account for those possible decisions. It is tedious, yes, but it is what the best games are made of. My advice... write, write, write, write... think of inside-the-box choices players might want to make and account for those options... write, write, write, write... think of outside-the-box choices players might want to make and write some more. Also, a LOT of people are really into playing a WIP. I love beta-testing but I don't like playing partially finished games. Just my opinion, but I bet a bunch of people share it.
EDIT: Also, there are other communities outside of textadventure.co.uk that you could advertise in too. , like intfiction and ifdb.tads.org, but again, playing a near finished or finished game is much preferred by those who would be willing to test.
RavianGamingIndustries
28 Nov 2016, 03:50crys a little doing that would probably push the release date to this day, next year, at the earliest... why is making a good game so hard 😔 oh well, thanks for the advice, but im going to try and push my idea a little further before giving it up and just writing the whole thing before publishing it

OurJud
28 Nov 2016, 03:56Xan said:
Bottom line, you really need to write for you and no one else.
Exactly. Unless you're hoping to make lots of money - and let's face facts here, that ain't happening in the TA market - then like Xan says, write the game you would like to play, not what you think others want to play.
XanMag
28 Nov 2016, 04:09To put X2 in perspective, I started work on X2 immediately after X1 was done (early March) and finished X2 in early January. That's 10 full months. And, I worked on it almost daily and most often multiple hours per day. It was no easy task, but in the end, it turned out to be a game that I was proud of and I enjoyed the process and the product. If you like doing this and want it to be good, turn in into a healthy hobby and enjoy the trip. If you don't enjoy it (it feels more like work), then don't continue because it wouldn't be any good under those circumstances anyway.
Good luck!