Lesson 1
Tell the player she can reread messages also by clicking in the message
area. Also, I find it really annoying that the message is displayed whenever
you go back on the square which happens quite often. I suggest the message
is displayed only once, but if you come back on the blue square, you can
reread it by pressing ";". We might want to spread the info a little bit,
because telling the player 3 different ways of rereading old messages before
she has the chance to take a single step is a bit overwhelming.
Lesson 2
* Tweak dummy tile to show wielded weapon.
* If you carry chunks that rots away, maybe add a comment saying that most
races can't eat rotten meat.
* If the player has taken the first dummy club she will throw it instead of
the darts, and will be teached about quiver only later. Maybe replace the
club by a non-throwable weapon. Or... why the heck are clubs throwable to
begin with? Can't we remove that?
* Tell the player about firing with shift-click. btw, firing with
shift-click shouldn't take 2 clicks.
* After killing the dummy with darts, you're reminded to rest, but sometimes
you can't because there is a rat in view.
* You're told to "rest up!" even fully healed.
* You don't need to be in targetting mode to switch ammunition with "(".
Lesson 3
* When reaching XL2, you get the same level up message as in previous
lesson. If possible, just skip it.
* The trap should probably have a single needle. If the player is curious
about the other blue square and goes to it after having quaffed the healing
potion, she'll be poisoned again. Should we also tell the player about
disarming it?
* Also, if she's curious about the left upstairs and take it, she'll get a
message about the secret door before finding it which will be very
confusing. I suggest turning those stairs into an hatch if possible. Also,
I'm not even sure the shortcut is necessary. If you take it, you won't have
the scimitar of venom, and killing the jackals is going to be hard. Or maybe
the shortcuts are only for the devs and will be removed before release?
* Maybe teach about fumbling in shallow water?
* I agree with David's about the pertinence of switching between sling and
scimitar when fighting bats. While you are switching, they will often move
making it pointless. I'd rather explain about switching against the jackals.
You soften them up with the sling when they are closing in, and switch to
melee when they get next to you. It's a much more realistic strategy and
doing that, I didn't even have to retreat. I that case, we might want to
tweak the layout a bit, or else the player will be under the fire of the
island kobolds when trying to pick up his stones. So maybe remove the bats
and put the jackals instead. The player has already been teached about
retreating to avoid getting surrounded anyway.
* About wall shooting. The wax wall isn't in a "cardinal direction".
Cardinal = orthogonal, not diagonal.
* Going back to shop message has a spacing issue. Also, resuming travel is
done ctrl-G Enter.
* The message about the harmful amulet tells you to remove it, but identify
might not have finished.
* The stat gain level up message says that strength affects the damage dealt
in melee. The damage is affected by both strength and dexterity depending on
the weapon strength weighting. But it's almost negligible, so better not
bother the player with inaccurate and irrelevant information before we fix
it. Better tell player that strength help with wearing heavy armour instead.
* About the monster selection of the last fight, I wouldn't go with the "big
mob" suggested by David. The player has 3 scrolls of recharging, and by
retreating into the corridor, she can kill a lot of monsters with the wand
of fire. I find it more interesting to add monsters with rF+ to teach the
player about monster resistances and how to adapt to it. Might be nice to
add a melee unique, with a rF+ armour for example. If you can have
guaranteed items in the shop, I'd put in a potion of speed and a wand of
paralysis.
Lesson 4
* The player is told to check the religion screen. For trog, the detailed
description talks about the training of the invocation skill, but up to this
point, the player hasn't been told anything about skills. Should we add
something about it? Skills are an important part of crawl and including them
in the tutorial seems a good idea to me. Give a message on the first skill
level gain to tell the player to check the m-screen. I can strip it to make
it less intimidating and technical: no aptitudes and no "show all". A bigger
help message that explain about disabling and reading descriptions (I can do
the menu tweaking of course).
* Can we start at XL 2 for more MP? Also, boost invo and remove the
spellcasting skill so you can add a spellbook for Troglodytes to burn
without having to teach the player about spells.
------------------------------------------------------------------------------
Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)!
Finally, a world-class log management solution at an even better price-free!
Download using promo code Free_Logger_4_Dev2Dev. Offer expires
February 28th, so secure your free ArcSight Logger TODAY!
http://p.sf.net/sfu/arcsight-sfd2d
_______________________________________________
Crawl-ref-discuss mailing list
Crawl-ref-discuss@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss