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CityRPG
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SeventhSandwich:
Will betatesting be more geared to creating new content for the game, fixing bugs in the mod itself, or generating pricetags for all the different items in the game?

CityRPG:

--- Quote from: SeventhSandwich on January 30, 2012, 09:05:26 PM ---Will betatesting be more geared to creating new content for the game, fixing bugs in the mod itself, or generating pricetags for all the different items in the game?

--- End quote ---
There will be no further beta testing. The only thing left to do now is to refine the product and have it be more balanced. The best way to do this in a small niche community like Blockland is to throw it to the dogs.
SeventhSandwich:

--- Quote from: CityRPG on January 30, 2012, 09:07:21 PM ---There will be no further beta testing. The only thing left to do now is to refine the product and have it be more balanced. The best way to do this in a small niche community like Blockland is to throw it to the dogs.

--- End quote ---
What method do you have in mind to generate prices for everything purchasable in-game?
CityRPG:
I set the prices of items. Guns cost in the thousands.
SeventhSandwich:

--- Quote from: CityRPG on January 30, 2012, 09:17:38 PM ---I set the prices of items. Guns cost in the thousands.

--- End quote ---
Yeah, but you have to at least test this kind of thing to make sure the prices are appropriate.

Unless the monetary system is based completely off of prices in the US, just putting, "something in the thousands" doesn't guarantee that it won't be easy to get.

Then again, I haven't played the game yet so I can't really disparage any of the prices you set. However, I highly recommend you make setting prices a priority because that's what breaks a lot of these kind of, "City" simulators.
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