On Wed, 2006-02-22 at 17:49 -0600, David White wrote: > James Barton wrote: > > Personally, I'd rather see South Guard remain as a beginner's campaign > > and keep a separate tutorial. > > > > On 22/02/2006, at 12:25, john w. bjerk wrote: > > It should be possible to make something that's much better as a > > tutorial than SG, since SG is really intended to be a beginner's > > campaign. A tutorial (in my mind) needs to go out of it's way to > > explain a lot more. > I agree. However no-one has written a good tutorial in more than two > years of development. I would say that the current tutorial we have is > both boring and confusing, and more likely to turn users off the game > than anything.
Hmm. I've never written a campaign before. This could be an interesting challenge, and, I think, an important thing to have. (Chatted with Sirp on #wesnoth-dev, see http://wesnoth.debian.net/%23wesnoth-dev-2006-02-23.log ): I think the tutorial should cover display and control issues, and only cover the very basics of game issues: recruit and recall, defense and attack, death and healing. The average user on stats.wesnoth.org spent 25 minutes on the tutorial, that's an absolute upper limit in my mind (10-15 minutes would be better). SG could then be enhanced (on EASY) to dovetail in: explain tactics and strategy in great detail: terrain, day/night, advancement, etc. This will probably require some special coding (eg. to highlight GUI items to explain them). But a worthwhile task IMHO. Cheers, Rusty. -- ccontrol: http://ozlabs.org/~rusty/ccontrol
