2011/1/30 Johanna Ploog <[email protected]>
> > We keep track of the player progression and for the parts she's redoing,
> we
> > give her a few more tips. Like advanced use of the interface (ctrl+x) or
> trap
> > disarming for example.
>
> No offense, but how is either of these supposed to help with surviving
> the tutorial?
>
It doesn't. It just makes replaying a bit less dull because you get to learn
a few new tricks. Anyway, this a quite a lot of work for little improvement,
so let's forget about it for now.
> > checks. We could use the following logic:
> >
> > {
> > * It would be really great if the lua markers could make some dynamic
> > if (not full health)
> > rest!
> > else
> > keep it up!
> >
> > destroy marker
> > }
>
> Again, codewise this appears to be problematic because the checks get
> evaluated at level generation. At least, that's what I can only
> surmise is happening: https://crawl.develz.org/mantis/view this would
> .php?id=2889 <https://crawl.develz.org/mantis/view.php?id=2889>
>
I'm not sure of the amount of work involved, but I think it is probably
worth it. Reading #2889 makes me think it's doable. I'll try to look into
it.
> Lesson 4
> > * The advantage of keeping 2 gods in this lesson is that we can emphasize
> > that choosing a religion is an important choice.
>
> That was the idea, though it's not really worth complicating all the
> explanations. If we go with Trog, I'd really like to give a spellbook
> to burn, but there's no way I'll hand one out for Makhleb. Even with 0
> Spellcasting, this is just confusing to the player who'll think it
> must be important somehow (everyone in the tutorial has a purpose) but
> will be completely unable to understand the point.
>
On second thought, maybe we should limit ourselves to Trog. It will make the
level easier to balance.
> > And hint at god wrath.
>
> Only if you actually try to take up another god. :)
>
Let's keep that for hint mode.
About the fight at the end of tutorial 3. The imp being in the front and
faster than the other monsters, if you retreat just after opening the door,
it will follow you and protect you from the gnolls. You can then empty your
wand of fire at the gnolls through it. We should probably get rid of the
imp. Even with rF+, the gnolls go down fast to a wand of fire. And although
you get the "resist" message, the armour brand isn't identified, so I'm not
sure the player will understand what's going on. Maybe add a message telling
the player to change tactic because the monsters are resisting. The problem
is that using the wand is probably still the optimal strategy here. One way
to change that would be to prevent the player from fighting in a corridor,
but I'm not sure how to do it, or how to make it survivable. Another way
would be to redesign the level so that you get the wand after the fight, but
the "big fight at the end of the level" is nice. I'll think about it.
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