Twilight Imperium

Future games in need of testing and feedback
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brh2113
Posts: 83
Joined: 26 January 2014, 02:25

Re: Twilight Imperium

Post by brh2113 »

Yeah TFM was just 2, for instance. I was going to send them a "pull request" but when I downloaded the code and saw it was basically just rsync into an FTP server to deploy I was pretty surprised!

I guess you could still use git alongside your co-devs and publish from there into BGA, but the default experience does leave much to be desired for collaboration and dev scaling.

Anyways whenever you need more alpha testers I would also be up for it. I've taught the rules of TI to many players, played a few dozen games, and am also a programmer.
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kaulem
Posts: 1
Joined: 19 September 2016, 15:09

Re: Twilight Imperium

Post by kaulem »

software engineer here. willing to donate time for dev, testing and bug fixing!
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

As a reminder, no further testers are needed at this time.

When I am ready to add more testers, I plan to post here.
mahomeless
Posts: 9
Joined: 14 September 2020, 19:04

Re: Twilight Imperium

Post by mahomeless »

Hi there, i would like to volunteer to test.
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Slartibartfst
Posts: 96
Joined: 24 January 2021, 07:47

Re: Twilight Imperium

Post by Slartibartfst »

lol literally the post above the last one talks about no further testers are needed
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JesterTDA
Posts: 25
Joined: 07 April 2020, 20:21

Re: Twilight Imperium

Post by JesterTDA »

Slartibartfst wrote: 26 November 2024, 21:39 lol literally the post above the last one talks about no further testers are needed
Good thing attention to detail isn't necessary when playtesting...
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

Just to give a little progress update, some things that are now working:

* All public / secret objectives.
* All basic units besides Infantry II and Fighter II.
* 11 / 16 basic techs.
* 32 / 59 action cards.
* All special map effects (anomalies, wormholes) except gravity rifts, which will be laborious because of manually assigning units.


There are still a bit more than 100 different effects to program for the current feature set, which is why I still do not need more testers right now. Thank you for your patience, everyone.
Defein
Posts: 10
Joined: 12 September 2019, 10:41

Re: Twilight Imperium

Post by Defein »

Pls, if you can, write a blog on Medium or simila on how you built this game. I'd like to see the diagrams to understand the complexity behind it :shock:
mahomeless
Posts: 9
Joined: 14 September 2020, 19:04

Re: Twilight Imperium

Post by mahomeless »

Hi, if any testers are needed me and a few of my friends would like to volunteer
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

I might add some testers in January, but please wait to volunteer until I ask -- otherwise your post may get lost.

Quick status: All map effects and general techs are done. This unfortunately took a while with some of the more complex techs. Faction techs and remaining units are the next priorities.

Happy holidays everyone.
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