INTREPID STUDIOS - ASHES OF CREATION - CONFIGURATION TOOLS

LARGE-SCALE WORLD CONFIGURATION

This is an archive of various configuration tool proposals aimed to make management of large-scale playtests on the player test realm, easier for anyone involved. From QA Setup to Community Team, I worked with my producers and engineers to implement changes when we had time.

This archive serves to detail these larger proposals which were in pre-production before the studio shutdown.

Table of Contents

  1. Teleport NPC - Playtest Tool

  2. Custom Vendor - Playtest Tool

  3. World Configuration - Playtest Tool

  4. Find and Remove NPCs - Playtest Tool

  5. Recipe and Crafting Configuration - Test Tool

  6. Road Inspector - Test Tool


Teleport NPC - PlaYTEST TOOL

Problem Statement

“How can we save developers and QA time during Large-Scale Playtests?”

Why was this an issue?

  • Testing large-scale systems on the Player Test Realm was a time sink

  • Players needed to be at specific locations quickly

  • Developers were wasting tons of valuable time creating Custom NPCs with specific locations

Proposal:

  • Instead of making new npcs which require baking into the build - we offer a Dynamic NPC that allows the user to provide specific Coordinates.

  • Json files can be edited live on the fly and saved for later use.


Custom vendor - playtest tool

Problem Statement

“How can we save developers and QA time during Large-Scale Playtests?”

Why was this an issue?

  • Playtests required player characters to be specific Levels and gear

  • We would bake Vendor NPCs with custom tables that would allow players to obtain items pertaining to the test

  • No central team managing new NPC’s or upkeeping them

  • Waste of valuable development time creating Custom NPCs for new test

Proposal:

  • Provide Devs and QA with an NPC that can support custom vendor tables

  • Json files can be edited live on the fly and saved for later use.

  • Save Developers time, allowing them to fix actual bugs


World ConfiGURATION - playtest tool

Problem Statement

“How can we save developers and QA time during Large-Scale Playtests?”

Why was this an issue?

  • Testing large-scale systems on the Player Test Realm was a time sink

  • Systems like War and Siege require both world and player configurations

  • Setting up a world configuration and resetting was a time sink for QA

  • No way to Save the configuration for a future test

Proposal:

  • Allow Creation, Save, and Load of World Configurations

  • World allow for bulk biome and bulk settlement configuration


Find and Remove NPCs - Playtest Tool

Problem Statement

“How can we find developer placed NPC’s, spawned NPC’s, and check various related behaviors, loot tables, etc?”

Why was this an issue?

  • Finding NPC’s is difficult for any tester

  • Often developers were not providing spawn coordinates

  • QA needs to be able to clean up NPC’s or Bugged NPCs

Proposal:

  • Create a Filter system to find specific NPC’s

  • Utilize gameplay tags, guids, or radius to filter

  • Provide ability to Teleport, inspect, and Remove


Recipe and Crafting Configuration - Test Tool

Problem Statement

“How can we save developers and QA time when it comes to checking Recipes, Crafting, and the associated player requirements?”

Why was this an issue?

  • Testing large amounts of recipes with current debug tool is time consuming and prone to user error, leading to false negatives.

  • Associated scenario requirements of the recipe learning and crafting game loop forces testers and developers to go to and from 3 different debug menus.

Proposal:

  • Streamlined Debug Interface

  • Create Buildings and Expand them quickly

  • Set Character Level and Status

  • Learn All Recipes, Unlearn to reset character

  • Filter for Recipes + Give Recipe + Load Recipe Requirements Data

  • Give all Requirements after the Data has been loaded


ROAD INSPECTOR - Test Tool

Problem Statement

“How can QA provide accurate location and state information pertaining to Roads to Developers?”

Why was this an issue?

  • Roads often were disappearing for various reasons.

  • Road related Bugs were often duplicated, or multiple issues were bulked into one ticket

  • Fixes for issues Failed due to a singular issue failing, resulting in bad production data

  • Logistical nightmare for QA to keep track of the health and intended visuals of the roads given there was no established “Grid”

Proposal:

  • Provide QA with a direct method of inspection to any road segment or intersection by GUID

  • Provide a way to display intended materials for Road State, Buffs, and different weather conditions

  • Provide a way to copy and paste targeted road segment data to the clipboard via raycast within range

    • OR be able to automatically send a Bug Report to our internal reporter or Jira

  • Be able to Summarize and Detail bugs using World/ GUID - and therefore reduce bug redundancy