It was proposed more than once before that the tutorial has to be reworked. I also think the tutorial needs to be reworked.
The biggest problem with the current tutorial is that it is pretty much outdated.
So I propose a complete rework of the tutorial. I have worked out an outline for it. Here it is:
Principles of the reworked tutorial:
[ul][]The tutorial is like the current tutorial one house.
[]Howerver, this house is big and organized into several rooms, where (almost) every room covers a topic / a lesson.
[]The tutorial is designed such the student is free to visit every room at will, but the rooms “basic controls” and “item basics” should/must be visited first, since the other lessons depend on them. This tutorial design principle has been copied from The Dark Mod, by the way.
[]Except for basic controls and item basics, the lessons should be more or less independent from each other.
[]The tutorial building is rather large and requires multiple overmap tiles.
[]Every topic is treated in a seperate room.
[]Events may still trigger messages, but only once.
[]There are computer terminals around to reread the messages, also to explain more complex topics which can’t be triggered by events.
[*]Some of the old texts may very well be reused.[/ul]
Here is an image of the room structure:
(black indicates walls, black dashed indicates imaginary borders. Short black lines crossing wall lines indicate doors. “<” and “>” are stairs.)
I think the room names should be pretty self-explanationary by themselves. But the devil is in the detail. If you want to know the full outline, read this explanations of the rooms:
[ul][]basic controls: The student starts here. In this room the most important controls are taught there: Movement, pausing, opening and closing doors, examining, looking around, quitting the game. This room has one door which leads to the lobby and one stairway leading to the “lightning and darkness” room. This is the most important room and must be designed with care, since the rest of the tutorial bases on the lesson taught here. It is suggested that the player visits the “item basics” room next.
[]lobby: This room simply connects most of the other rooms.
[]item basics: Basic item facts are taught here. This includes:: picking up, dropping, examining, inventory, comparing, item list (“V” key), weight, volume. This room contains some example items to play around with. This room also contains shallow water and containers for liquid and teaches how to refill and unload them.
[]obstacles: Contains more walls, fences, wooden doors, metal doors, windows and furniture. Teaches movement cost, movement speed, the little number to the right bottom of the sidebar, smashing, moving furniture, cleaning up windows.
[]books and skills: Has basic books for learning and books for enjoyment, explains their purpose. Teaches how to increase skills (by books and by training).
[]tools: Has some basic tools which can be activated. Also explains more item concepts: reloading, unloading, activating, charges. Has at least flashlight and a lighter.
[]clothing and encumbrance: Contains clothing and at least one backpack. Teaches how to wear and take off clothing. Teaches encumbrance from clothing and from carrying too much. Mentions the clothing sorting menu. Briefly mentions and shows one example of special clothing (i.e. waterproof). Most of this can be carried over from the existing tutorial.
[]construction: This area is outdoors and contains some pre-built furniture and some building materials and tools neccessary to build some example constructions. It is taught how to build stuff in general, and specifically how to deconstruct things.
[]vehicle construction: This outdoor area contains tools and materials to build vehicles. Some vehicle chassis spawn here as well. It is taught how to start a vehicle construction from scratch, how to repair parts and how to take off parts. It is also briefly mentioned which components are neccessar to make a vehicle run.
[]vehicle usage and grabbing: This outdoor areas has some ready-to-drive vehicles, at least one car and one bike. It is taught how to drive, to toggle light, how to use the speedo meter, how to leave a vehicle and how to refuel a vehicle. This area has some gas pumps.
[]crafting: Has many items. Teaches the student how to craft. Teaches how tools and crafting components are used. Shows: Crafting menu, repeat last crafting. This room also has a fireplace. The student is taught here how to start a fire safely, because fire is an important part in many crafting recipes.
[]melee weapons: Has some basic bashing and cutting weapons. Teaches wielding. Teaches how to wield nothing again. Teaches how to wield nothing again. Explains the difference between bashing and cutting damage.
[]ranged weapons: Contains throwable items, some basic throwable explosives (eg. grenades), and some basic firearms and at least one bow. Explains ammo, ammo types, reloading and unloading. Briefly mentions that reloading and unloading are not limited to weapons only. It took me quite some time to figure that out.
[]shooting gallery: Has some targets to test ranged combat.
[]arena. Some zombies spawn here, to teach combat. Many of existing tutorial texts can be carried over here. The doors are made of steel and the student is warned when entering the arena. The arena may contain some smashable obstacles.
[]first aid: full of bandages and first aid kits. Mainly there to recover from battles in the arena. Briefly explains how to use them and maybe to cure bleedings and infections.
[]tips: The student is taught there other stuff here which isn’t taught in the other areas. Mainly this will just mention misc. controls: morale, message log, help menu, advanced inventory, …. Other places where to seek further help are mentioned here. No gameplay tips, however! This place is really just for stuff which doesn’t fit anywhere else, mostly theoretical stuff.
[]lightning and darkness (basement): Basically just to have something where the stairs of the basic controls room lead to. Maybe use the same behaviour as in the original tutorial. A flashlight can be obtained from the tools room. Maybe there is one interesting item lying around here, but that’s about it.
[]swimming: contains a swimming pool and some basic swimming gear. Teaches how weight can influence the ability to swim and why the student may sink like a rock.
[]traps: How to set traps, how to step in a trap, how to dismantle a trap. Room contains some example traps, placed and unplaced.[/ul]
Note: Nothing of this has been coded. This is a proposal and comments are welcome.