On 12 January 2011 21:25, David Ploog <dpl...@mi.fu-berlin.de> wrote:
> 1. Perhaps the standard messages should be disabled for the tutorial.
> (E.g. if you step away from the starting staircase, you'll get some
> message a la "Found staircase".)

That's odd, but IMHO should be fixed in the code itself. While
announcing staircases in general is helpful (including in the
tutorial!) announcing the staircase you just came through is less so.

> 2. The two disconnected parts of the map (when players are supposed to
> look at the X map for the first time) are too far apart in console. They
> should be closer.

Ah, I was wondering about that. Will change that.

> 3. It is good that 5 is introduced right away (no more 's').

Yes. :)

> Do we want to tell players that it will take at most 100 turns? I assume
> they'll learn about healing later.

Yes, and I think that's where I'll have to explain that search = rest,
and also the various restrictions, i.e. stops when interrupted etc.

> There should also be some occasion to teach '.' as "wait" (rather than 
> "search" or "heal").

Yes, but I'm not sure where. Other than hints mode, the tutorial is
entirely position dependent, so it's not like we can actually count on
a monster being somewhere at a certain time. Maybe something about
waiting in a corridor and waiting for the monsters rather than
storming out into the open? I don't want to include any tactical
stuff, at least not by outright telling the player. Giving them the
tools, yes, but not telling them why they should be doing so.

> Great stuff. Do you need help with planning the other lessons?

Not specifically, but since I only start planning the details for one
level once the one before has been mostly completed, it might take me
a while. If you've got any suggestions, feel free to send me an email
or add them on the wiki page. The last map in particular (the
easy-mode mini-Sprint orb run) will need a lot of thought.

https://crawl.develz.org/wiki/doku.php?id=dcss:usability_project:tutorial_redesign

Currently planning lesson 2 (monsters and combat) but I haven't even
decided yet whether spellcasting should be lumped into combat or get a
lesson of its own.

However, I've devised what I hope is a lovely puzzle for next lesson's
first level (on how to deal with monsters): The exit room to level 2
contains three staircases, each in a glass cage with a different type
of monster in it. The player needs to examine the monsters and compare
their descriptions to figure out which of the three doors is safest to
open. I haven't decided on the exact monsters yet, but I'm thinking
something like wolf ("large and strong", "very fast"), porcupine ("its
bite is painful and its spikes are sharp") and something comparatively
harmless like a cockroach or ooze.

This is supposed to teach the player that examining unknown monsters
is worthwhile [**] and, without actually needing to say so, that not
every fight needs to be fought. The problem comes in preventing the
player from getting killed horribly [*] by accidentally going back
upstairs using the wrong staircase. Maybe I should use hatches
instead...

*) For what it's worth, I don't mind if the player dies during the
tutorial (I'll add a special death message) but it should be a
meaningful death (for example, if they decide to try meleeing the
porcupine despite the severe warning) not due to not knowing about how
to set exclusions (and I don't intend to cover the latter in the
tutorial at all).

**) A problem with simply telling the player to examine a single
monster (as the hints mode does) is that a lot of the time it's just
not very meaningful. The player might remember that they can find out
about monsters' speed and resistances this way, but there are so many
other things they are taught that this seems like one of the less
important ones. However, I think this will be much easier to remember
if they are faced with an interesting puzzle and if it's a question of
surviving a group of monsters. If it also provides fun, so much the
better.

One other question: At some point the player needs to be told about
how to save their game. The tutorial lessons are supposed to be short
enough for this to not be a real issue, but I think this is one of the
standard meta commands the player needs to know. I'm not sure where to
put this. Right at the beginning with the greeting and message
history? Or at the end, as a treat? Any ideas? I certainly don't want
to start the tutorial out by pointing at the full list of commands,
though I'll eventually have to - there are so many of them. :(
Decisions, decisions.

As always, feedback and suggestions are welcome. Thank you!

Johanna

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