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 ------------------------------------------------------------------------------ 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