Post by Nick_v6 on Dec 31, 2009 14:15:34 GMT -5
Updated by Nick_v6 on January 1, 2010
Updated by Nick_v6 on January 2, 2010
In the interest of "something is better than nothing," I present myfirst draft guide to
The Quest to Find the Dark Hills - Release Candidate (TDH-RC)
This thread contains information pertaining to the first Release Candidate of The Quest to Find the Dark Hills.
THIS VERSION OF THE GAME HAS ONLY BEEN TESTED ON WINDOWS XP SP3 32-BIT
*Performance may change under a different version of Microsoft Windows
Right off the bat, one can notice some improvements and changes. For example, there's now an addition of health and money status, and music for each area/level. There's also some boss battles periodically throughout the game which require the player to use an object(s) the he or she has encountered to fend off a creature(s). Alternate endings have been added as well, depending on the "path the player chooses."I have only tested the game up to this point and therefor have not included anything from beyond that point in this guide. Due to some coding problems, the version that was made available to me only played up to this point. The Final Release copy should be fixed and allow 3 different endings to the game
The only things I want to mention are as followed:
Now, there was an odd issue which may or may not be fixed in the final release of the game. There's a moment in the game where using the axe is essential (refer to the images below). I noticed that the command requires you to use an axe on said object (1st image), rather than use axe (2nd image). It's not really an issue for the player, just an inconvenience, since another window pops up asking you to clarify (3rd image).How it figures you could be referencing to the body spray is beyond me. This occurs because the game has the "body spray" encoded as "axe body spray" and thus just the word "axe" causes an internal conflict requiring the player's intervention.
There's not a whole lot here since Stephen has done a remarkable job at getting rid of the kinks that haunted us in the early stages of development. As usual, if anyone has any additions they want to add to this guide, or any questions about the game, feel free to post it in the thread relating to that version of the game.
Updated by Nick_v6 on January 2, 2010
In the interest of "something is better than nothing," I present my
The Quest to Find the Dark Hills - Release Candidate (TDH-RC)
This thread contains information pertaining to the first Release Candidate of The Quest to Find the Dark Hills.
THIS VERSION OF THE GAME HAS ONLY BEEN TESTED ON WINDOWS XP SP3 32-BIT
*Performance may change under a different version of Microsoft Windows
Right off the bat, one can notice some improvements and changes. For example, there's now an addition of health and money status, and music for each area/level. There's also some boss battles periodically throughout the game which require the player to use an object(s) the he or she has encountered to fend off a creature(s). Alternate endings have been added as well, depending on the "path the player chooses."
The only things I want to mention are as followed:
- The issue with the CPU usage spikes still occur, but only in the parts where you're prompted to
Press any key to continue...
As I have stated before, they are harmless, just don't stay on those pages for hours on end.
(see images below)
*Follow the black line:
The spike at the beginning was from the initial screen when starting the game. As you can see, when I pressed a key, the usage immediately dropped.
Below is CPU usage during normal activity (this is simply for comparison) - I suggest using the take all command in each area. However, open the desk before you use the take all command as objects could be lost that were in the desk and become irretrievable. Other commands to accomplish this task include the following:
-pick up all
-grab all
-get all - When using the various maps throughout the game, you me be prompted to clarify which map you want to use. This occurs after you have the second map. Just for reference a map refers to the first one, Map refers to the second one. (See below)
Now, there was an odd issue which may or may not be fixed in the final release of the game. There's a moment in the game where using the axe is essential (refer to the images below). I noticed that the command requires you to use an axe on said object (1st image), rather than use axe (2nd image). It's not really an issue for the player, just an inconvenience, since another window pops up asking you to clarify (3rd image).
There's not a whole lot here since Stephen has done a remarkable job at getting rid of the kinks that haunted us in the early stages of development. As usual, if anyone has any additions they want to add to this guide, or any questions about the game, feel free to post it in the thread relating to that version of the game.