On 24 January 2011 23:33, Raphael Langella <raphael.lange...@gmail.com> wrote:
> 2011/1/24 Johanna Ploog <johanna.pl...@googlemail.com>
> 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.

Well, I guess I should at least mention the ...panels? somewhere.

> For the command... thing, I'll see if I can make the buttons blink or 
> something.

Blink? In what context? *blinks*

> a whip or a hammer maybe. You can give it a negative damage enchantment if
> it's too deadly.

Both good suggestions, but negative enchantments also cause the weapon
to appear special, don't they? It's much too early to mention that at
this point, and I wouldn't want to introduce glowing weapons with
negative enchantments, anyway.

> 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.

Okay.

>> 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.

What I mean is... oh shoot, I'm still not sure when the code would get
evaluated. If I call a lua wrapper function inside a lua marker, is
the function called and evaluated at map generation, or later when the
marker is triggered?

> 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.

Hmm... unusual idea. I sort of like it, though it might also be
confusing, or the player might get the impression that spells are more
powerful than bow and arrows, simply because they had a higher xlevel
at the time. I'll think about it. :)

> I don't think it's necessary to be specific. "Try which of the walls you can
> destroy" is enough.

Okay.

> The various wall types are obvious.

Are they? Part of the point is that there are diggable and undiggable
rock types and that they look the same until closely examined.

>> 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.

Sorry, that was the only earlyish monster I could think of that's
resistant to fire. :)

An alternative solution is to scratch the whole melting wax idea and
hand out a low-damage wand instead, though with recharging around
that's still plenty of damage. Or a wand of cold, where at least there
are plenty of undead that might resist its effects.

Cheers,

Johanna

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