On 27 January 2011 15:22, Raphael Langella <raphael.lange...@gmail.com> wrote:
> First, the tutorial is really great, you've done an amazing work Johanna.

Thanks! :)

> Lesson 3
> * It seems the first gnoll kills too often, even with optimal tactic. I'm
> not sure, it needs more testing. If this is confirmed, maybe we can boost
> the player's EV a bit.

I agree. I'll probably scale it back to some kind of armed hobgoblin
or something. Just need to make sure you can still gain a level from
the fight.

> * Also, the tutorial is quite deadly if you play sloppily, and I like it :).

Dying by playing sloppily is okay. It should not happen from optimal
play; that gives a bad (though accurate ;)) impression.

> You don't just play through the tutorial, you really have to beat it! But
> it's ok, because replaying it is very quick.

Still annoying to have to do so more than once.

> Also, I had a crazy idea: when the player dies, she's asked if she wants to 
> retry.
> If so, then restart her at the beginning of the session, instead of the main 
> menu.

Meh. That saves them, what, a single keypress in the menu. None, if we
can work out how to directly place the player in the tutorial menu.
Also, prompts are less friendly than menus, particularly for tiles
player who tend to think the game is "frozen" whenever something's
happening in the message area. :P

> We keep track of the player progression and for the parts she's redoing, we
> give her a few more tips. Like advanced use of the interface (ctrl+x) or trap
> disarming for example.

No offense, but how is either of these supposed to help with surviving
the tutorial?

> * I don't like this message: "There's a more comfortable way to pick up
> several items...". The player gets the message before having the chance to
> try anything, so will wonder about "more comfortable than what?".

Good point. I've changed it, and it does read better. (This was one of
the messages introduced in the old tutorial, now hints mode, which
I've simply activated for the new tutorial.)

> * It would be really great if the lua markers could make some dynamic
> checks. We could use the following logic:
>
> {
>     if (not full health)
>         rest!
>     else
>         keep it up!
>
>     destroy marker
> }

Again, codewise this appears to be problematic because the checks get
evaluated at level generation. At least, that's what I can only
surmise is happening: https://crawl.develz.org/mantis/view.php?id=2889

> * What about David's idea of replacing the goblin by an Ogre for the wand
> training?

I've now replaced it with a gnoll. Ogre would also be okay but I don't
like the way you'd gain so much xp at once.

> Lesson 4
> * The advantage of keeping 2 gods in this lesson is that we can emphasize
> that choosing a religion is an important choice.

That was the idea, though it's not really worth complicating all the
explanations. If we go with Trog, I'd really like to give a spellbook
to burn, but there's no way I'll hand one out for Makhleb. Even with 0
Spellcasting, this is just confusing to the player who'll think it
must be important somehow (everyone in the tutorial has a purpose) but
will be completely unable to understand the point.

> And hint at god wrath.

Only if you actually try to take up another god. :)

> * The monsters in the final room are quite weak. Somehow, they didn't all
> wake at the same time, so I really didn't have to use any god power to clear
> the room.

Yeah, I've noticed that too. I think I'll finish the spellcasting one
before having another look at that.

> Put an alarm trap in the entrance or make it a really large room, with the 
> monsters at the end.

Again, this only works for Trog because with Makhleb you lack the
magic to use your ability on all of them, so you end up meleeing them
anyway.

> * There is a repeat of the several items pickup help.

Finally fixed. Also, if you notice any floor-triggered messages that
do need repeating (currently only the one on entering shops in lesson
3 because you are going to visit it twice), it's easy to make an
exception.

As always, thanks for your valuable feedback!

Johanna

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