On 21 January 2011 19:37, Eino Keskitalo <eino.keskit...@gmail.com> wrote:
> What'll happen is that the team (who've been tasked to think of a
> spiffy name for themselves[*]) are themselves getting to know the game
> and will do heuristic evaluation on it. Then they will plan and
> execute user testing with testers, who'll be gamers with no roguelike
> experience. The timeframe is on "asap" basis, with absolute latest of
> mid-March to being the user tests (that's my understanding).

Sounds good.

> However, it looks to me that Johanna has a great pace regarding the
> tutorial update, so it looks good. Johanna, comments?

Well, I still haven't decided what needs to go into the spellcasting
tutorial, but I think if I stick to the basics it'll be okay. The
lesson on gods, by comparison, is going to be fairly straightforward.
I expect I won't manage the mini-orb run in time, but again, that's
pretty optional. I thought I'd have to do a lot more polishing, but it
appears I've already been doing while working on the next part.

> State of the tiles interface looked good, with the detached command
> tab and just four tiles missing. However I noticed that there seemed
> to be a lack of "rest one turn" button, or if it's done in some other
> manner, it wasn't immediately obvious. (I tried clicking your own
> character but that was the pick-up command.)

No, there's no button for that yet because it didn't occur to me that
it might be necessary. However, in yet another tutorial test run I did
notice its absence, so I think I'll add it. The classic hourglass icon
should do. And I still haven't included the command tab in the
tutorial...

> Also I'd like to mention that this testing, and also last years
> testing (including our project) are part of UKKOSS research project,
> of Mikko Rajanen from our department (Information Processing Science
> in the Oulu University). The project researches how usability
> expertise can be brought into open source projects. We did not mention
> this last year, because we were supposed to do kind of an
> "infiltration mission", where the target project did not know they
> were part of a larger research project, and try to see if/how this
> affected the outcome.

Haha, so _we_ were being studied? How droll!

Did you find out anything worth mentioning?

> [*] I realized how important names were during last year, the UP team
> didn't have a good way of referring to itself until someone coined "UP
> team", and the name "Immortal Warwalrus" on the other hand has been a
> subject of much elation on ##crawl-dev ... so names are important!

Hehe, to think that "UP team" seemed like such a natural abbreviation
to me when I first brought it up. :P

Johanna

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