On Mon, 2007-06-04 at 20:06 -0400, [EMAIL PROTECTED] wrote: > Quoting "Eric S. Raymond" <[EMAIL PROTECTED]>: > > 1) It's too short. She'd like the tutorial to include more scenarios.
I tested on newbies *without* experience in comparable games, so the tutorial was shaped by those experiences. They point in the opposite direction from this: the tutorial is too long and risks overwhelming with detail 8( We could offer an optional part 3 where small fights occur in the forest -- "There are many dangerous creatures on the edge of these woods: if you wish we can stay and practice on them"... > > 2) Transition to campaign play could be smoother This I agree with, and I think is the answer to our dilemma. The tutorial was designed to get you to HttT (Easy). As this is no longer the norm, but we should explicitly craft a "first campaign" which handles these issues as beautifully at HttT does: > > 3) Significance of the turn counter and time running out is not > > emphasized enough 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. The tutorial units don't really demonstrate this well so it's abstract knowledge. I think it's an excellent thing to do for the optional part 3. > > 4) Icons in the status line aren't explained well in the tutorial Yes, highlighting gui elements would be an excellent addition which wouldn't greatly add to the length of the tutorial. I balked at coding that up when I wrote the tutorial. I don't suppose you measured how long the tutorial took her? Thanks, Rusty. _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
