another argument for splitting it up is that you never know
what the player will do and by manually setting things up as
they should be helps to keep control over what's happening.
i like the new tutorial very much but it has some bugs. i
played it and tried to do no more than what is said in the
text at a speed that would fit to a total newbie. by that i
ended up in a game always well ahead of the text (wait to
get 8 units: i had 20)... locked by the wood that grew from
the right (as the tutorial told me to not stick to exact
position i placed the pool and the track to the north so
stone-pool-track-fruits built a wall.) and waiting for an
enemieattack that would never occure as he was blocked, too.
especially as saving doesn't work i strongly suggest to fix
these issues by splitting it up.
and once again: thanx for your work. i will translate it to
german as soon as it's finished.
Andrew Sayers wrote:
When the player is asked to produce an explorer, they're only told to
produce one - this is apparently a bug, as they need at least two to
discover the enemy base in time for later on in the game.
Actually, it says "you only need one, so wait until you've got two",
which is kinda confusing :) It should also say something like "swarms
can also produce warriors - we'll deal with them later", so the player
has a better chance of remembering about warriors when they're
introduced later on.
Also, it says that you'll learn what orange trees are for later, but you
never do. I think that should go in a different tutorial, and they
shouldn't be mentioned in this one.
Saving and reloading doesn't work, as the instructions go right back to
the start, instead of picking up where you left off. There's probably
not much that can be done about that (it's a limitation of SGSL), so the
text shouldn't encourage the player to save and reload. This is also an
argument in favour of splitting the game up into a campaign of quite
small units.
- Andrew
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