On 25 January 2011 17:08, Raphael Langella <raphael.lange...@gmail.com> wrote:
> 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.

I'm not sure that's a good idea. For one thing, it involves a *lot* of
screen redraws and it might be tricky to ensure that these really only
happen if we are blinking. However, this reminds me: At some point I
added cursors for highlighting stuff in the tutorial. They're probably
still buggy because I sort of lost interest in-between, but the idea
still has merit. Like for your blinking suggestion, we'd have to come
up with a way to store which tile in which panel is supposed to be
highlighted, but it's probably less hassle. Probably should be
temporary until, yeah, the player presses a button or does a
mouseclick.

>> > 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.

Been pondering this, and by now I think it's not such a good idea,
after all. At least for the spell lesson (which will come between
items and gods) I want to start out with xl 1 because that shows the
experience restriction for learning new spells. Having the next lesson
on gods start arbitrarily at xl 4 might be confusing. I'm also not
sure that we should be showing off tougher monsters. Again, if the
player is not paying attention to the fact that they started out with
more hit points etc., this might give them a wrong impression on the
difficulty of the later monsters.

> 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.

Yeah, okay. I'm probably overthinking this. :)

> 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.

I think I'll stick with gnolls. I really don't see what's to be gained
with using orcs instead.

> 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). Allowing all fire effects to melt wax would be good
> I guess.

Even if melting happens more often, I think it makes sense if flame is
too weak to do more than insufficiently softening the wall. No
gameplay changes to make the tutorial puzzles work, please. :)

Johanna

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