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Steam News30 September 20214y ago

DevDiary #22 “Testing The Guild 3” or “A Horse walks into a Church...” - Septemb

Hello Guildians, In DevDiary #21, we talked a bit about our version management system and the importance of the Stabilizing stream, where our QA is hunting the last severe bugs out of the build before it's being launche

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Full The Guild 3 update

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Repeated intro

Hello Guildians,

What changed

0 fixes3 additions0 changes0 removals
  • Gameplay
  • Fixes
addedThe milestone The 12th of August was an exciting day for our development team: our project tracking system finally hit the 10,000 tickets “milestone”. The ticket with the number 10,000 had the nice title “As a player I want that women do not drink alcohol during pregnancy”. *sigh* How did this happen, again? In patch EA 0.9.14, we improved the AI and of course when our AI dynasties started to have a life of their own, the game became more interesting but at the same time also more unpredictable. It was a huge new testing field for our Quality Assurance. Now, the AI was able to use items and while some AI characters bought themselves something to eat or something useful like bombs and horse carts, others - especially pregnant women - decided to get drunk. Well, drunken pregnant women were definitely not our intention and neither were “double-pregnancies” that happened in a version some months ago…
addedToilet paper, “Dancing with logs” and "Meatballs" One small mistake with the item category IDs and the bandage - the icon has a similarity to a toilet paper roll - ends up under “livestock” which was quickly sarcastically commented by one colleague with "see, even in TG3 toilet paper became an essential these days". Small mistakes in the alignment of equipment might make the gleeman play the flute with his/her nose and adding an item to the wrong animation makes your characters dance with a wooden log in their hand. A minor change in how to target other characters can lead to huge meatballs on the streets. Who would have thought that characters on the balcony of a building cannot be reached from the street, which is why all those who have chosen this character as their target gather in front of the building and form a big ball of meat ;-)
addedRunning on water, the horse in the church, the apocalypse and what we do against it Want some more? You change the pathfinding for the characters to make them move more naturally and they will start to run on water. You clean up the way the character equipment is handled and a horse will show up in the church. You change the balancing of the diseases and the AI families will not make enough money anymore because their transporters and workers are part of a historic Zombie epidemic. Every moment something might break while the game is already in Early Access. That’s why we go into a stabilizing phase for a couple of days before we release a new patch. During this time, we only fix game breaking bugs and make minor feature tweaks and give our QA some time to test the entire game. But even with this strategy, there is always the constant threat that we won’t find that last game breaking bug which was introduced by the fix for another game breaking bug that was caused by a minor feature change in a completely unrelated area of the game... where “nothing absolutely nothing could go wrong”.

The Guild 3 changes

addedThe milestone The 12th of August was an exciting day for our development team: our project tracking system finally hit the 10,000 tickets “milestone”. The ticket with the number 10,000 had the nice title “As a player I want that women do not drink alcohol during pregnancy”. *sigh* How did this happen, again? In patch EA 0.9.14, we improved the AI and of course when our AI dynasties started to have a life of their own, the game became more interesting but at the same time also more unpredictable. It was a huge new testing field for our Quality Assurance. Now, the AI was able to use items and while some AI characters bought themselves something to eat or something useful like bombs and horse carts, others - especially pregnant women - decided to get drunk. Well, drunken pregnant women were definitely not our intention and neither were “double-pregnancies” that happened in a version some months ago…
addedToilet paper, “Dancing with logs” and "Meatballs" One small mistake with the item category IDs and the bandage - the icon has a similarity to a toilet paper roll - ends up under “livestock” which was quickly sarcastically commented by one colleague with "see, even in TG3 toilet paper became an essential these days". Small mistakes in the alignment of equipment might make the gleeman play the flute with his/her nose and adding an item to the wrong animation makes your characters dance with a wooden log in their hand. A minor change in how to target other characters can lead to huge meatballs on the streets. Who would have thought that characters on the balcony of a building cannot be reached from the street, which is why all those who have chosen this character as their target gather in front of the building and form a big ball of meat ;-)
addedRunning on water, the horse in the church, the apocalypse and what we do against it Want some more? You change the pathfinding for the characters to make them move more naturally and they will start to run on water. You clean up the way the character equipment is handled and a horse will show up in the church. You change the balancing of the diseases and the AI families will not make enough money anymore because their transporters and workers are part of a historic Zombie epidemic. Every moment something might break while the game is already in Early Access. That’s why we go into a stabilizing phase for a couple of days before we release a new patch. During this time, we only fix game breaking bugs and make minor feature tweaks and give our QA some time to test the entire game. But even with this strategy, there is always the constant threat that we won’t find that last game breaking bug which was introduced by the fix for another game breaking bug that was caused by a minor feature change in a completely unrelated area of the game... where “nothing absolutely nothing could go wrong”.

In DevDiary #21, we talked a bit about our version management system and the importance of the Stabilizing stream, where our QA is hunting the last severe bugs out of the build before it's being launched. This time we want to align the spotlight on our QA - or in other words: on their funniest moments in the past months... not that they have much to laugh nor the time to laugh... but that's another story :-)

The milestone The 12th of August was an exciting day for our development team: our project tracking system finally hit the 10,000 tickets “milestone”. The ticket with the number 10,000 had the nice title “As a player I want that women do not drink alcohol during pregnancy”. *sigh* How did this happen, again? In patch EA 0.9.14, we improved the AI and of course when our AI dynasties started to have a life of their own, the game became more interesting but at the same time also more unpredictable. It was a huge new testing field for our Quality Assurance. Now, the AI was able to use items and while some AI characters bought themselves something to eat or something useful like bombs and horse carts, others - especially pregnant women - decided to get drunk. Well, drunken pregnant women were definitely not our intention and neither were “double-pregnancies” that happened in a version some months ago…

Toilet paper, “Dancing with logs” and "Meatballs"One small mistake with the item category IDs and the bandage - the icon has a similarity to a toilet paper roll - ends up under “livestock” which was quickly sarcastically commented by one colleague with "see, even in TG3 toilet paper became an essential these days". Small mistakes in the alignment of equipment might make the gleeman play the flute with his/her nose and adding an item to the wrong animation makes your characters dance with a wooden log in their hand. A minor change in how to target other characters can lead to huge meatballs on the streets. Who would have thought that characters on the balcony of a building cannot be reached from the street, which is why all those who have chosen this character as their target gather in front of the building and form a big ball of meat ;-)

Running on water, the horse in the church, the apocalypse and what we do against it Want some more? You change the pathfinding for the characters to make them move more naturally and they will start to run on water. You clean up the way the character equipment is handled and a horse will show up in the church. You change the balancing of the diseases and the AI families will not make enough money anymore because their transporters and workers are part of a historic Zombie epidemic. Every moment something might break while the game is already in Early Access. That’s why we go into a stabilizing phase for a couple of days before we release a new patch. During this time, we only fix game breaking bugs and make minor feature tweaks and give our QA some time to test the entire game. But even with this strategy, there is always the constant threat that we won’t find that last game breaking bug which was introduced by the fix for another game breaking bug that was caused by a minor feature change in a completely unrelated area of the game... where “nothing absolutely nothing could go wrong”.

Our Quality Assurance team is doing a great job,

Source

Steam News / 30 September 2021

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