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


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