2011/1/25 Johanna Ploog <johanna.pl...@googlemail.com>

> > For the command... thing, I'll see if I can make the buttons blink or
> something.
>
> Blink? In what context? *blinks*
>

I mean to make buttons flash on and off. At the beginning, there would be a
message (only if the command panel is visible) "You can also use the command
panel for some commands. When that is the case, the button will blink. For
example, you can read past message by clicking on the blinking button". And
the view log button has its background change between normal and blue every
second until you take a step.

> 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 so. Monsters will be tougher, so they won't go down faster.

 > 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.
>

I mean it's obvious that there are several walls of different type. I don't
think players will have trouble figuring out which ones they have to zap
their wands at.


>  >> 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. :)
>

There isn't any other. I checked mon-data.h, all the other monsters with
natural rF+ are too tough for the tutorial. Some orcs with rF+ armour should
do it.


> 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.
>

As David, I like the little puzzle. Another alternative would be to allow
wax melting with flame. The whole wax melting is in dire need of more
consistency (see #2470 <https://crawl.develz.org/mantis/view.php?id=2470>).
Allowing all fire effects to melt wax would be good I guess.

Raphaƫl
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