Author Topic: Player Feedback requested - New Tutorial  (Read 4631 times)

Offline Winge

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Re: Player Feedback requested - New Tutorial
« Reply #30 on: May 07, 2013, 04:30:39 pm »
I'm glad it helped!  I want to add in a few more popups to explain how troop placement and combat work, etc.  Should be finished sometime tonight (assuming some other work and, of course, playing Skyward Collapse don't get in the way ;)).

Edit:  OK, here's the revision. Well, I actually didn't revise anything so much as add on to the end of it.  I marked it with *Continued* where I left off from before.

I originally thought that the tutorial should be split off from the main game, but I understand that it would be difficult on Arcen's development time to set up a separate tutorial.  As such, my thought is to indicate to the players what is happening the first time that something happens in the game--everything from movement to selecting a Lesser God.  In most cases, I deemed explaining to the player after the fact to be sufficient.  However, for selecting gods and placing mythological tokens, I think the user should be warned beforehand, if possible.  I also had to add a few comments about things I was uncertain of, especially building capture.  Other than that, everything should be accurate as of 0.804.

At this point, I think I have everything except Trade (difficult to quantify), Diplomacy (my diplomats keep dying...not good for peace negotiations), and Mythological creatures (I believe tigersfan has that one in mind already).  Get a look, and let me know what you think.
« Last Edit: May 07, 2013, 07:24:42 pm by Winge »
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Offline Winge

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Re: Player Feedback requested - New Tutorial
« Reply #31 on: May 07, 2013, 07:26:53 pm »
Oh, I didn't know you only ever needed one Carpenter per faction.  I was building one per woodcutter.  The same for the other buildings.  Good to know.

This is one pretty annoying aspect. Actually, I'd suggest either making it impossible to place duplicates in a town, or changing the tooltip of the town center to show the buildings there (with resources being moved to an external panel. There's really no reason to put global resources in an annoying corner).

Not quite...it's actually one per town you need Lumber in.  It's a bit confusing, but it does give the player more control over military production.  I like it that way, but it might not be compelling enough for all players.
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Offline Misery

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Re: Player Feedback requested - New Tutorial
« Reply #32 on: May 08, 2013, 02:38:09 am »
Oh, I didn't know you only ever needed one Carpenter per faction.  I was building one per woodcutter.  The same for the other buildings.  Good to know.

This is one pretty annoying aspect. Actually, I'd suggest either making it impossible to place duplicates in a town, or changing the tooltip of the town center to show the buildings there (with resources being moved to an external panel. There's really no reason to put global resources in an annoying corner).

Not quite...it's actually one per town you need Lumber in.  It's a bit confusing, but it does give the player more control over military production.  I like it that way, but it might not be compelling enough for all players.



Aye, this.   The way that production works is good in a gameplay sense, but I too found it very confusing to understand, for quite awhile.   And it's an important aspect, so..... yeah.

Offline orzelek

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Re: Player Feedback requested - New Tutorial
« Reply #33 on: May 08, 2013, 05:50:43 am »
Oh, I didn't know you only ever needed one Carpenter per faction.  I was building one per woodcutter.  The same for the other buildings.  Good to know.

This is one pretty annoying aspect. Actually, I'd suggest either making it impossible to place duplicates in a town, or changing the tooltip of the town center to show the buildings there (with resources being moved to an external panel. There's really no reason to put global resources in an annoying corner).

Not quite...it's actually one per town you need Lumber in.  It's a bit confusing, but it does give the player more control over military production.  I like it that way, but it might not be compelling enough for all players.



Aye, this.   The way that production works is good in a gameplay sense, but I too found it very confusing to understand, for quite awhile.   And it's an important aspect, so..... yeah.

It might be a bit over confusing.
In theory it allows you to choose what units you produce in given city. In practice units have overlapping requirements which means that you are forced to choose some of them anyway. Unless requirements could be tweaked a bit to be less overlapping. (I don't see use for arsonists really... and I need to trigger them to get ballistas and be at mercy of rng to decide which one gets produced)

Offline Misery

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Re: Player Feedback requested - New Tutorial
« Reply #34 on: May 08, 2013, 08:58:38 am »
Oh, I didn't know you only ever needed one Carpenter per faction.  I was building one per woodcutter.  The same for the other buildings.  Good to know.

This is one pretty annoying aspect. Actually, I'd suggest either making it impossible to place duplicates in a town, or changing the tooltip of the town center to show the buildings there (with resources being moved to an external panel. There's really no reason to put global resources in an annoying corner).

Not quite...it's actually one per town you need Lumber in.  It's a bit confusing, but it does give the player more control over military production.  I like it that way, but it might not be compelling enough for all players.



Aye, this.   The way that production works is good in a gameplay sense, but I too found it very confusing to understand, for quite awhile.   And it's an important aspect, so..... yeah.

It might be a bit over confusing.
In theory it allows you to choose what units you produce in given city. In practice units have overlapping requirements which means that you are forced to choose some of them anyway. Unless requirements could be tweaked a bit to be less overlapping. (I don't see use for arsonists really... and I need to trigger them to get ballistas and be at mercy of rng to decide which one gets produced)

Agreed on the Arsonists.   I did a Mantis suggestion about this here:  http://www.arcengames.com/mantisbt/view.php?id=11267

A simple suggestion just to boost their base damage;  right now, they simply dont do enough, particularly against buildings, to have a real impact.   They also have the bizarre tendancy to like attacking other UNITS even when they're pretty much standing on enemy buildings. 

Offline tigersfan

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Re: Player Feedback requested - New Tutorial
« Reply #35 on: May 08, 2013, 02:30:17 pm »
Ok, the tutorial text is updated yet again to reflect some other changes...

* Trade and diplomacy aren't available in the first game.

* You only have 9 APs in the set-up round now.

Unless you guys think that there is something glaringly wrong with it. I think the current text is what's going in the game.

Offline Mick

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Re: Player Feedback requested - New Tutorial
« Reply #36 on: May 08, 2013, 02:34:49 pm »
Quote
Box text: Build a Fishery.
Hover text: This is where Fish are gathered. These resources are used to get civilians in your town. These citizens run your towns and resource buildings.

Chapmen are gone, so what is the point of these now?

Offline mrhanman

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Re: Player Feedback requested - New Tutorial
« Reply #37 on: May 08, 2013, 03:00:23 pm »
* Trade and diplomacy aren't available in the first game.

Maybe I misread something in another thread, but isn't trade going away?

Offline tigersfan

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Re: Player Feedback requested - New Tutorial
« Reply #38 on: May 08, 2013, 03:17:19 pm »
* Trade and diplomacy aren't available in the first game.

Maybe I misread something in another thread, but isn't trade going away?

Trade is not, traders are. :)

Offline tigersfan

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Re: Player Feedback requested - New Tutorial
« Reply #39 on: May 08, 2013, 03:31:44 pm »
Quote
Box text: Build a Fishery.
Hover text: This is where Fish are gathered. These resources are used to get civilians in your town. These citizens run your towns and resource buildings.

Chapmen are gone, so what is the point of these now?

Thanks, I need to update the tutorial for that part. But, they are used for mythological units/monsters now.

Offline Cinth

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Re: Player Feedback requested - New Tutorial
« Reply #40 on: May 08, 2013, 04:22:29 pm »
Quote
Box text: Build a Fishery.
Hover text: This is where Fish are gathered. These resources are used to get civilians in your town. These citizens run your towns and resource buildings.

Chapmen are gone, so what is the point of these now?

Thanks, I need to update the tutorial for that part. But, they are used for mythological units/monsters now.

When you were doing this, I was making a mantis for this very thing ><
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Offline Winge

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Re: Player Feedback requested - New Tutorial
« Reply #41 on: May 08, 2013, 04:55:57 pm »
Thanks, I need to update the tutorial for that part. But, they are used for mythological units/monsters now.

Looks like the <Pop up after ending Norse turn> has an error--text stops right in the middle of a word.  I'm guessing you wanted to say something like, "Also, you may want to consider placing a mythological creature on the Greek side as well.  Mythological creatures are normally very expensive, but they are free during the Setup round!"  Or perhaps you were going to mention something about balancing out the Norse having a Light Elf (which, frankly, probably isn't necessary...Light Elves are a bit too weak right now, IMO).

I would also recommend noting that gods will automatically attack (and probably annihilate) any enemy unit that enters their attack range.  However, they do not otherwise move or act on their own.  That way, you avoid surprising the player by having a unit that suddenly starts tearing up enemy units.

Looks pretty good overall.
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Offline tigersfan

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Re: Player Feedback requested - New Tutorial
« Reply #42 on: May 08, 2013, 05:06:53 pm »
Thanks, I need to update the tutorial for that part. But, they are used for mythological units/monsters now.

Looks like the <Pop up after ending Norse turn> has an error--text stops right in the middle of a word.  I'm guessing you wanted to say something like, "Also, you may want to consider placing a mythological creature on the Greek side as well.  Mythological creatures are normally very expensive, but they are free during the Setup round!"  Or perhaps you were going to mention something about balancing out the Norse having a Light Elf (which, frankly, probably isn't necessary...Light Elves are a bit too weak right now, IMO).

I would also recommend noting that gods will automatically attack (and probably annihilate) any enemy unit that enters their attack range.  However, they do not otherwise move or act on their own.  That way, you avoid surprising the player by having a unit that suddenly starts tearing up enemy units.

Looks pretty good overall.

Good call on all of that. Fixed.

Thanks.

Offline Pepisolo

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Re: Player Feedback requested - New Tutorial
« Reply #43 on: May 08, 2013, 09:21:41 pm »
Presumably the version in the initial post is the latest one, so, small thing:

"<Pop up after placing the Pig Farm>
There’s one more important thing to note about raw resources: most of them must be converted in order to be **use**."

used

or

of any use


Offline tigersfan

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Re: Player Feedback requested - New Tutorial
« Reply #44 on: May 09, 2013, 07:28:18 am »
Presumably the version in the initial post is the latest one, so, small thing:

"<Pop up after placing the Pig Farm>
There’s one more important thing to note about raw resources: most of them must be converted in order to be **use**."

used

or

of any use

Thanks. Fixed. :)

 

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