2011/1/24 Johanna Ploog <johanna.pl...@googlemail.com>
> On 24 January 2011 15:59, Raphael Langella <raphael.lange...@gmail.com>
> wrote:
> > Tell the player she can reread messages also by clicking in the message
> > area.
>
> Actually, I was wondering whether to get rid of that behaviour. I
> rather like it but the UP report showed that it's not at all what
> players expect to happen.
> In any case, I do need to reference the command tab, but I haven't yet
> gotten around to it. It'll turn up in a lot of places, and I'm not
> sure how to handle it. Refer to the command tab every time (like I
> currently do for mouseclicks), or start out with the extended
> description ("click on the corresponding tile in the command panel")
> and later only reference ("or via the command area"). See, I'm not
> even sure what to call it. Tab, panel, area, ... Gah!
>
All right, let's try to keep it simple. We don't need to tell the player all
the ways to do each thing, the interface does that. For the command...
thing, I'll see if I can make the buttons blink or something. Also, now that
they are detached, they are not tabs anymore. Area is too technical. I like
panel.
> 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 ";".
>
> I'm not sure whether that is possible right now. I guess it shouldn't
> be difficult to adapt the lua markers to selfdestruct once triggered
> (or does something like that already exist?) but silencing them except
> for ';' (which involves explaining about this otherwise not-terribly
> important command) sounds like more work.
>
Don't bother with ";" if it's too complex. Having the message just once
would be enough.
> > * 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.
>
> Oh, good point. Any suggestions? It needs to be non-edged, its delay
> must be low enough for the dummy to actually be able to get some
> amount of hits in, and its damage must be low enough not to kill a
> player who never bothers to step back and rest.
>
a whip or a hammer maybe. You can give it a negative damage enchantment if
it's too deadly.
> Or... why the heck are clubs throwable to begin with? Can't we remove
> that?
>
> Or that. :)
>
After a quick poll on ##crawl-dev, it seems thrown clubs are a big part of
the "throw junk at monster" early levels strategy. I don't really like that
(it deals 2.5 more damage than thrown stones) but removing it would require
some balancing, so let's forget about it for now.
> * You're told to "rest up!" even fully healed.
> Is "If necessary, rest up!" better? It appears the lua markers are
> evaluated on level generation, so we can't check for health there. The
> best way is probably to let the marker call a function that does the
> health check in-place, either in C++ or Lua.
>
Rephrasing is good. Of course, having a check would be better, but I can't
help with the implementation, I still haven't looked into Lua.
> * When reaching XL2, you get the same level up message as in previous
> > lesson. If possible, just skip it.
>
> Yes, that's on my TODO list, though again, I'm unsure about the best
> way to do it. I can either hardcode a set of hint triggers for each
> tutorial lesson that get initialised (currently it's a fixed set
> shared by all of them) or I can write a wrapper method translating the
> hint names -> enum, and then at the beginning of each tutorial pass a
> list of hints I'd like to be initialised. Probably best if this is
> auto-generated. If anyone has any better ideas, I'm all ears.
>
Another idea: gain a single level in each tutorial, and start the next one
at the level you finished the last. That gives the player a sense of
progression, and allow us more variety with monsters. And no more problems
with low MP for the latter lessons on spells and gods.
> * Maybe teach about fumbling in shallow water?
>
> Triggered by fighting in water, yes. General comment about shallow water,
> no.
>
Yes, that's what I was thinking.
> > * About wall shooting. The wax wall isn't in a "cardinal direction".
> > Cardinal = orthogonal, not diagonal.
>
> Oh. According to my dictionary, "cardinal" means "main" and I wasn't
> sure whether that included the diagonals or not. Apparently not.
> So how can I describe the task? Just colour the tiles and say
> something about shooting into the corresponding directions?
>
I don't think it's necessary to be specific. "Try which of the walls you can
destroy" is enough. The various wall types are obvious.
> > * The message about the harmful amulet tells you to remove it, but
> identify
> > might not have finished.
>
> Yeah, I had that happen once, too. Not sure how to handle that. Is
> there a way to check whether Crawl is currently waiting for input in a
> menu or something, so I could delay the message, or something like
> that?
>
I don't know either, but it's quite minor.
> > * 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.
>
> Doesn't need to be a unique, but yeah rF armour is a definite
> possibility, as are monsters natively immune to fire. An imp?
>
OK, maybe keep the unique for a latter session. Imps are a bit annoying, but
they may be appropriate for the tutorial. You can then add a wand of frost
to the shop, and/or tell the player she doesn't have to kill all the
monsters but can just flee and keep going :)
Raphaƫl
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