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879938 Posts in 33013 Topics- by 24384 Members - Latest Member: sassah

May 25, 2013, 09:32:37 AM
TIGSource ForumsDeveloperFeedbackDevLogsPapers, Please [Greenlight]
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qqqbbb
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« Reply #555 on: May 08, 2013, 11:17:02 PM »

Looks like your family doesnt need food to servive. I got thru the beta without spending money on food and noone died.
Date on the stamp is the same every day.
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Dr. Cooldude
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« Reply #556 on: May 09, 2013, 03:03:12 AM »

My entire family died :v
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« Reply #557 on: May 09, 2013, 09:02:01 AM »

Did a Let's Play with the wife. It was good fun to do. :-) I'll be picking up the game when it comes on Steam!

See the Let's Play here:

Let's Play Papers Please
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dukope
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« Reply #558 on: May 09, 2013, 10:08:48 AM »

I'm not gonna post any more spoiler-ish stuff here, but there's still some dev things I can share.

Testing

As a one-person (and before that, two-person) developer, one issue that's always hard to deal with is testing. Having worked at big and small studios, I know how useful a skilled testing department can be. I also know how expensive they are and how hard it is to find good people.

Instead of all that people-related stuff, I usually try to figure out a way to test the game myself. Without actually sitting down and playing it forever. One common technique is to create an autoplay or 'soak' mode where the game can basically play itself. This lends itself well to procedural puzzle games and is what we did for Helsing's Fire. I wrote a simple bot that could play the game flawlessly and we set it running overnight during the last few weeks of the project. This was really useful in tracking down holes in the puzzle generation (finding unsolvable puzzles due to a logic bug somewhere), and plugging memory leaks (a common point of failure for iOS games).

Papers Please has hooks to do something similar. I could write a bot to move the mouse/click buttons, group these actions, combine groups, build scripts, etc. Some of this work was already done to automate the trailer capturing. But to take it all the way to autplaying would actually be a lot of work. And at this point I don't even want to test these things. What I really want to test is the high-level progression, story elements, and money balancing.

So instead, I split out the game's logic from the UI and built a separate fast-play UI that uses the same logic engine:



This screen lets me quickly play through each encounter. Either in order for a given day, or skipping around between entrants. It's useless for the tactile UI mechanics, checking animations, gameplay pressures from the small desk, etc. What it's great for though is testing the story and progression. And since I'm implementing the full game's story now, this fast-play mode is critical for experimentation.

When the story implementation is done I'll extend this mode to full autoplay for balance testing. I was never quite sure how useful this would be, but seeing metasynthie's posts about play style gave me the needed kick. Using some basic rules about what to do for different encounters, I'll script "play style" bots and send them through the game. One bot may deny all Kolechians. One may make a mistake on the first new rule encounter and never after. One may deny everybody. If I build enough of these simple styles, I should be able to set them loose to get a feel how the game will balance out for different players. This should also be a good way to incorporate an "easy" difficulty for the less-skilled styles.

Story

Most of the story threads are done so now the task is to arrange them (in spoiler-avoiding low res):



Right after taking this picture I copied everything into a spreadsheet to make editing easier.

My typical process for designing high-level game progression goes something like this:

1. Create a bunch of little pieces.
2. Make a grid.
3. Fill the grid with pieces.

From the very beginning I've been creating little pieces. For Papers Please a "piece" is an encounter, a character, a story thread, a document idea, a puzzle idea, an attack method, etc. I've got a lot of these and now is the time to arrange them. I want to front-load some cool stuff to hook the player, expand on longer stories in the middle, add new elements to maintain interest, and ramp things up to a climax at the end.

Once the initial pieces are laid out, I can easily rearrange them or add new ones to fill the gaps. I really like this part of development because it's when the whole game comes together. It's also hopelessly formulaic. I've tried designing by feel before and unfortunately it just doesn't work for me. I find it much more natural to impose a hard structure and systematically break problems up into small pieces, then combine them afterwards.
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RobRendell
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« Reply #559 on: May 11, 2013, 02:47:56 PM »

That's a pretty sweet setup. Automated testing is one of those things that, after you start using it, you wonder how you ever used to be able to make large changes with any confidence without it.

Have you been writing unit tests as you've developed too, or has all your testing to date been manual?

I guess that accommodating a run-through rule of "deny all Kolcheans" implies that you have a solution to the infinite suicide bombers on day 6, whether it's akin to my suggestion or not :-)
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« Reply #560 on: May 12, 2013, 04:38:40 AM »

Please stop posting about the pros and cons of Steam here.

TacoDeBoss, MegaScience, and ktom: This is a devlog for Papers, Please. It's not even remotely close to a discussion thread about Steam, of which there are surely thousands peppered across the internet. I'd appreciate if you could edit out your recent Steam-related posts since they have nothing to do with the development of this game.
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« Reply #561 on: May 12, 2013, 06:18:10 AM »

By the way - is there a chance that in the finished game there'd be multiple problems with a passport? I mean mainly situations where you need to take fingerprints and they turn out to be fine - it'd be interesting if that could happen, but there'd still be a problem somewhere. As it is it's a bit silly that if for example the passenger forgets to give you their passport and you ask for it, you can know with 100% certainty that they're clear. Smiley
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« Reply #562 on: May 12, 2013, 06:47:31 AM »

By the way - is there a chance that in the finished game there'd be multiple problems with a passport? I mean mainly situations where you need to take fingerprints and they turn out to be fine - it'd be interesting if that could happen, but there'd still be a problem somewhere. As it is it's a bit silly that if for example the passenger forgets to give you their passport and you ask for it, you can know with 100% certainty that they're clear. Smiley

Yeah. This was mentioned in the last few pages. The counterintuitive thing is that more errors makes the game easier, not harder. So in general, each immigrant will have at most one thing wrong. But this makes certain encounters too predictable (immigrant hands over a document after forgetting it) so I'll add an exception in those cases. In the final version, there may be errors in the newly-provided docs.
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« Reply #563 on: May 12, 2013, 11:48:47 AM »

Adding Story elements in something that firstly looks roguelikish is sooo nice. It breaks the monotony in a very good way. I'll definitely keep an eye on this game.
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« Reply #564 on: May 12, 2013, 05:53:50 PM »

Something just happened I'm a little curious about. I was processing an Arstotzkan citizen when I saw their ID card and passport listed two different dates of birth. Naturally, I denied the application for this discrepancy, only to be cited and told the applicant was clear for entry - I'm fairly certain had I approved it, I would have been told the birth date was invalid. I was wondering if something was up there.
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« Reply #565 on: May 12, 2013, 08:36:29 PM »

Please stop posting about the pros and cons of Steam here.

TacoDeBoss, MegaScience, and ktom: This is a devlog for Papers, Please. It's not even remotely close to a discussion thread about Steam, of which there are surely thousands peppered across the internet. I'd appreciate if you could edit out your recent Steam-related posts since they have nothing to do with the development of this game.

Sorry. Everyone's entitled to their own opinion but I tend to try to convince people they're missing out on something awesome whenever they say they don't like something that I do Roll Eyes
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« Reply #566 on: May 13, 2013, 12:08:22 AM »

By the way - is there a chance that in the finished game there'd be multiple problems with a passport? I mean mainly situations where you need to take fingerprints and they turn out to be fine - it'd be interesting if that could happen, but there'd still be a problem somewhere. As it is it's a bit silly that if for example the passenger forgets to give you their passport and you ask for it, you can know with 100% certainty that they're clear. Smiley

Yeah. This was mentioned in the last few pages. The counterintuitive thing is that more errors makes the game easier, not harder. So in general, each immigrant will have at most one thing wrong. But this makes certain encounters too predictable (immigrant hands over a document after forgetting it) so I'll add an exception in those cases. In the final version, there may be errors in the newly-provided docs.

This doesn't actually fix the problem. It still means that if I ask somebody for a document they haven't provided and they give it to me, I can inexplicably rule out there being anything wrong with any other document. And in the case of something like checking aliases or gender, the remaining possibilities for problems are very limited.

I think there should never be more than one actual error (because as you say, that makes things easier rather than harder), but there should sometimes be more than one potential error. As in, once everything's fully investigated, there will at most be one actual error remaining.

That still leaves room for people to 'game' it a little, by checking things that can never be corrected (e.g. passport expiry date) before things that can (e.g. mismatching names). But honestly that doesn't really seem like much of a problem.
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« Reply #567 on: May 13, 2013, 09:24:42 AM »

I agree that there should be the potential for an error on a missing document as well. Then at least you have to give it a glance to make sure it's correct. I actually assumed when a person didn't hand me a document right away that they were worried their forged document would be detected... so I checked them carefully. But they were always correct.

It's kind of like "level 2" in a sense. You passed level 1 and then you are on level 2 and have to determine the next set of potential discrepancies with the newly handed documents.
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« Reply #568 on: May 24, 2013, 09:15:38 PM »

Have you considered adding the ability to deny or approve brothel invites and replies when doing so? It might add a lovely bit of spice to the game. Also the ability to add stamp marks to just about everything under the stamp might be good.
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