I am currently creating the tutorial mode based on static maps with scripted events that popup a dialog to explain some concept to the player.
Currently I have:
- Basic UI
- Movement
- Melee combat
- Objects
- Talents usage
- Levelup
I have some more to add, but what do YOU think should deserve a spot in the light of the tutorial ?
Tutorial: what to tutor
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Tutorial: what to tutor
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Tutorial: what to tutor
Terminology would be good. A lot of stuff is hard to understand without looking at the code.
For instance, Weapon Speed, Armor, Defense, Attack, Physical Saves, etc. etc.
Unless you want to include mouse over tooltips for this stuff in the character sheet (which is another option).
For instance, Weapon Speed, Armor, Defense, Attack, Physical Saves, etc. etc.
Unless you want to include mouse over tooltips for this stuff in the character sheet (which is another option).
Re: Tutorial: what to tutor
I would also add tooltips for effects in the sidebar (or at least a tutorial popup the first time they occur) to explain to the newbie what is going to happen to him (e.g. Stunned: you are currently unconscious and will not be able to act for a certain amount of turns, leaving your enemies free to dismember you [and they will gladly take the opportunity]).
Probably a game interrupting popup will be better for some effects, since the ones like stun do not even leave you the time to react when they occur.
Probably a game interrupting popup will be better for some effects, since the ones like stun do not even leave you the time to react when they occur.
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Re: Tutorial: what to tutor
Some basic strategy, for example crowd control (retreating to a choke point/corner), shaking pursuit with teleport/phase door (but warning about the inherent dangers of this), etc. Maybe mention some exploits like stair dancing and re-targeting projectiles to be able to hit around a corner, and add a bit of moral judgment on such behavior (these are possible, but considered badness X of 10).
<DarkGod> lets say it's intended
Re: Tutorial: what to tutor
Charsheet and sidepane already got tooltips 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Tutorial: what to tutor
Line of sight probably, it's one of the harder concepts to explain if the player is new to roguelikes.
Re: Tutorial: what to tutor
Yeah I have one about LOS, and breaking it
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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Re: Tutorial: what to tutor
Maybe also about basic crowd control? How to funnel mobs into workable amounts and hopefully lines without forcing yourself into an inescapable corner.
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Re: Tutorial: what to tutor
There is a situation about not attacking a snake pit upfront yes 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Tutorial: what to tutor
Speed maybe? Be kinda a jolt from other roguelikes to find on one turn a projectile coming in at you apparently stopped in midair (well, midturn) and have it hit you on the next. Was a bit weird to see that the first time I saw it.