We need to talk... about the tutorial

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

We need to talk... about the tutorial

#1 Post by Micbran »

Okay, so the tutorial is there, that's good, already better than my father. Sadly it doesn't do much besides be there, much like my father-in-law. Let's take a more "DCSS-like" approach, where the tutorial is split into modules and (of course) expanded.
The current tutorial covers basic controls and it does a very good job of that, just not a very good job at explaining everything else.
Here are some other topics that could be added on as their own "module" for the tutorial.
  • *Common Status Effects (Stun, Pin, Daze, Confuse...)
    *Rares
    *Inscriptions (replacement, ability to buy from shops, etc)
    *Advanced Controls (autoexplore, swap weapons hotkey, pgdwn/pgup and scroll wheel on talent bar, m for pulling up talents,char sheet...)
    *UI Explanation (show where all the little UI things are hidden, like status effs on the sidebar and the UI change button so players can re-scale and move things)
    *Advanced Combat (explain powers, armor/defense, resistances, respen, saves and weapon scaling)
    *Other Char Sheet Stats (speeds, the rest of the stuff not explained in Advanced Combat)
Other suggestions: tutorial is like a mini-campaign, you start in the basic tutorial level (the current one), exit zone and go to an overworld. The overworld leads to the other tutorial bits. When the player finishes them all, they do a final challenge (which they must die in) and then the tutorial ends with some sort of positive reinforcement congratulations message.


In conclusion, the intent of this idea is to sort of... help streamline ToME's learning process. ToME is a good entry roguelike despite its complexity and difficulty, it shares many similarities with games such as Diablo and Dragon Age. Because of this, the overall way ToME plays is slightly similar to those games, but there is still a learning curve when first playing ToME. Some of this learning curve could be dealt with by using an expanded tutorial (which would be harder to implement than I make it sound) and ultimately prevent more people from quitting half an hour in and writing a silly negative steam review.

Thoughts? Concerns? Ideas? Obligatory comments of "go make an addon for it?"
A little bit of a starters guide written by yours truly here.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: We need to talk... about the tutorial

#2 Post by Cathbald »

This is so true and we definitely need this.

Some of my friends would have played the game if not for the tutorial (they don't want to keep asking question, not to me and not in chat) and they're probably not the only ones.

Everything said here is needed imo, and the idea to split it into different zone accessible through the overworld also adress the fact that new players are confused by the overworld.

For the challenge/end of tutorial : just pop a patrol on the player path and have them fight it. Teaches them that patrol are dangerous, kill them to end the tutorial.
Give an achievement if they managed to win it and another if they thought to flee (never have enough achievement)
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: We need to talk... about the tutorial

#3 Post by Mordy »

+1 this could really help new players!

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