Quoting "Eric S. Raymond" <[EMAIL PROTECTED]>: > I have recently had the experience of watching as my friend > FadeTheCat, an experianced MMORPG gamer from the Windows and Macintosh > worlds, learned Battle For Wesnoth. She was kind enough to provide me > with running commentary on her impressions and reactions as she was > learning the interface, going through the tutorial, and playing Two > Brothers.
Cool. It is always nice to get feedback, and even nicer to get feedback as insightful and detailed as this. :) > Fade's conclusion is that she quite likes BfW and would even like to > do campaign design for it. This is an offer to take seriously; she has > done game design for Steve Jackson Games and was in fact the author of > the rather successful Space Pirate Amazon Ninja Catgirls game. I > judge she has the potential to become an extremely effective BfW campaign > designer, offering a perspective and approach quite different from > those we have now. Well, as with most Open Source projects, all she needs to do is start contributing. :) > 1) It's too short. She'd like the tutorial to include more scenarios. > 2) Transition to campaign play could be smoother > 3) Significance of the turn counter and time running out is not > emphasized enough in the tutorial. > 4) Icons in the status line aren't explained well in the tutorial > 5) Tutorial should include an example of a loyal unit, and explain loyalty > 6) Tutorial should include a neutral keep. > 7) Tutorial should at least touch on damage types. > 8) Flavor text and mechanics should be distinguishable or separated in help. > 9) The right-click menu on terrain and villages should offer an option > to go to the help for that terrain., and 'd' should work there too. > 10) There should be a word-search function for the help > 11) The mouseover texts for the top-line status areas are uninformative. I can agree with all these. I think it'd be cool if we added some code to make it possible for certain areas of the interface to be highlighted during the tutorial. For instance, a red rectangle could surround each area as it is explained. > 12) Visibility for unit types in help is too limited. This has been controversial for a long time. I think the best thing to do would be to allow access to all unit types but make some filters that can easily be set, to avoid overwhelming people with a large number of unit types. Enough people have complained about it that I can accept it is a problem though. > 13) "Press 't' to continue" is misleading Agree. > 14) Why is there a time-left panel at all in campaign mode? I made a change which shows a real-world clock in its place in campaign mode. Personally I think this works well. > 15) Where are the female leads in campaigns? I agree. I would like to point out that the original campaign, Heir to the Throne has a male 'main' character, but has a very important female character who (spoiler) ends up being the true heir to the throne. Few campaigns have female main characters though. :( It would be good if there were more. And importantly, they should be done in a sensible and mature way. > 16) Unit types topping out at level 2 makes them bad investments This is by design, and I disagree. It's a conscious strategic choice a player has to make between the long-term and short-term. Units that max out at level 2 should be easier to obtain or more powerful than counterparts that have a 3rd level. What I would like to see is more units that have a possible fourth level, to extend the strategic choice. Not that I'm excluding the possibility of some cases where extending to a third level makes some sense. > 17) The way names are handled is confusing. I think personal names for everyone works best. > Mac-specific glitches: I can't really comment on any of these, since I haven't used Wesnoth on Mac. David _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
