» Sat Oct 16, 2010 8:19 pm
In the general playtesting tips category, this is what I do, which may be redudant for you but I'll say it anyway, and may be overly focused on quest mods but oh well:
1. Work in bite-sized chunks. Usually I do the work for a single quest/part of a quest, stop, then try to play it through. For stuff I know is really complex, I'll sit and tinker with it and it alone until I'm happy, then move on, because there's nothing more annoying than needing to redo your quest 8 times because you broke the end.
2. While working, keep a list of what you've done. I keep an MS OneNote notebook (used to be Notepad text files), where I keep track of what changes I've made, what my quest stages are, things like that. Then when I go to playtest, I print it out and use it as a guide. Makes a handy place to write my mid-playtest notes, too.
3. My useful console commands are generally tdt (debug text, usually for cell info or actor AI info), tgm (god mode), sometimes tcl, and getstage/setstage for quest stages. If you're quest testing, it helps enormously to write down the name of your quest, so you don't get halfway in and then, like me, realize that your memory is terrible.
4. Test clean. I've got a save sitting around that I never save over where the only things enabled are the UOP and Oblivion itself. Then I use Bash and its handy feature to save load orders to disable everything but Oblivion, the UOP, and my mod. This reduces possible points of failure, so if something breaks, I know it was definitely me. Later, I worry about any other mods I want to be compatible with.
5. I'm a big fan of the cheat switch. I keep a big Ayleid switch sitting out where I'm testing (My AFK_Weye one is smack in the middle of town) with a script attached to it to do...whatever. Usually it loads items for me, or sets quest stages so I don't have to type a ton of console commands every time I go to test.
6. Keep copious notes. If somebody breaks during a quest, note the quest stage, note the AI pack if it's significant, note the dialogue, whatever. I've got notes in front of me to the tune of "Fix rock," which is ok if I'm going to do it immediately, but if not I should have said "Fix the rock covering the back door of the cave" or some such so I can remember.
7. Usually I play through to the point of irreversible failure, usually when quest stages or whatever fail to update. By that point I've usually got enough to spend some time fixing so I can come back. If not, being angry at my own idiocy is usually sufficient impetus to really figure out what the problem is. If I can keep going, however, I usually do.
8. If it can be done multiple ways, you should do it multiple ways. It's really easy to get stuck in a rut playtesting where, because you talked to the guy then killed the dremora then got the loot to always do it that way. Try not talking to the guy. Or running around the dremora. Whatever. Switch it up. This bit is hard, and the number one reason why we employ beta testers who are not ourselves.
9. I like to do, and this is primarily applicable to quests, two run-throughs of my stuff. One is to make sure everything works. Here I make liberal use of tgm, kill, and high-powered uberweapons to get through the fight scenes. Once it all works, I do a second run through to make sure it's actually balanced correctly. It's fairly annoying to have to fight legions of skeletons just so you can get to the broke part, so don't.
10. Lastly, I'm of the firm opinion you can't ever playtest too much. I generally figure if I'm not sick of doing it by the time I'm done, I did it wrong.
Hope that helps.