2011/2/3 Johanna Ploog <[email protected]>
> On 3 February 2011 10:15, Eino Keskitalo <[email protected]> wrote:
> > This is mostly to Johanna,
> >
> > how far along are the tutorials? Are they playable enough that the
> > usability testing team can start looking at them in-team? How long
> > until we can "freeze" them for user testing?
>
> As for freezing, I think we should do a proper usability branch. Then
> we[*] can cherry-pick all changes that are relevant to the tutorial
> and the early game (like say, Stick to Snakes fixes), while making
> sure none of the console guys accidentally breaks tiles. Heck, we
> could even include galehar's "remember last gametype" commit that
> breaks CDO but could be useful for these local tests (though we don't
> currently say how to get back to the main menu).
>
> *) I'd volunteer to do that.
>
> Also, I still don't think hints mode is fit for playing, but as I see
> it your testing people will be busy enough with the tutorial, so that
> shouldn't be a problem. :P
>
> Oh, and a less intimidating skill screen would be nice. The commands,
> in particular, look a bit scary.
>
About starting menu, I'm trying to fix it properly and finish it. The idea
is to stay in the tutorial submenu when you finish an episode. Preselect the
next one if you won.
Next on my todo is a lighter skill menu for tutorial and hints.
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