Hi all,
I downloaded and compiled the game yesterday. I am NOT an ASCII rogue-like player but more of a graphical rogue-player.
I found the tutorial too complex to navigate. What arguably might be a better way is to give the player some tasks (simple tasks), let him/her repeat it n number of times and the keybindings are into memory.
I have played rpg’s games before as well as those which have keyboard controls and most start with the known things. For e.g. ‘I’ for inventory is common, so use the common shortcuts and then go on from there. The game is 2 years in development as per the log of git. https://github.com/CleverRaven/Cataclysm-DDA
I did notice that there are couple of branches and heads :-
Game controls can be seen and modified during gameplay by pressing ? And selecting the option that says something similar to key bindings. Other than that, did you attempted to move toward the not (.) symbols during the tutorial? Because that triggers several simi useful info boxes .
I am not aware about any plans for adding sounds to the game as of now. There are however intentions of at least having some background music.
[quote=“John Candlebury, post:2, topic:4294”]Game controls can be seen and modified during gameplay by pressing ? And selecting the option that says something similar to key bindings. Other than that, did you attempted to move toward the not (.) symbols during the tutorial? Because that triggers several simi useful info boxes .
I am not aware about any plans for adding sounds to the game as of now. There are however intentions of at least having some background music.[/quote]
Thank you John for replying so quickly. You misunderstood my point. My thing is and was that for a new player who’s just entered the environment, there is nothing to guide him and the tutorial tells him too much in too short a time.
Perhaps an e.g. would guide/tell better what I want to tell.
Have you played Dungeon crawl soup http://crawl.develz.org/ or planescape-torment. Both of which have lot of things to do. The great thing is both have a way for a new gamer to get some idea as to what or how he’s supposed to play.
Planescape has the skull who tells him/her what to do (hand-holding a bit) while crawl has the option ‘hints mode’ which also helps the new user.
If there was a hints/help thing while playing the game it would make it so much easier for the new guy.
I do wish crawl though didn’t have instant death but that’s for another day.
The first thing I do in roguelikes is press ‘?’ and look through the keybindings. Though, im sortve used to the dwarf fortress “No, you learn it the hardway or dont learn it at all”
The Tutorial as it stands now could use some improvement and AFAIK there are plans to revamp it, it’s just that no one has gotten around and do it yet. Just be patient, I think a better tutorial will come soon enough.
[quote=“shirishag75, post:3, topic:4294”][quote=“John Candlebury, post:2, topic:4294”]Game controls can be seen and modified during gameplay by pressing ? And selecting the option that says something similar to key bindings. Other than that, did you attempted to move toward the not (.) symbols during the tutorial? Because that triggers several simi useful info boxes .
I am not aware about any plans for adding sounds to the game as of now. There are however intentions of at least having some background music.[/quote]
Thank you John for replying so quickly. You misunderstood my point. My thing is and was that for a new player who’s just entered the environment, there is nothing to guide him and the tutorial tells him too much in too short a time.
Perhaps an e.g. would guide/tell better what I want to tell.
Have you played Dungeon crawl soup http://crawl.develz.org/ or planescape-torment. Both of which have lot of things to do. The great thing is both have a way for a new gamer to get some idea as to what or how he’s supposed to play.
Planescape has the skull who tells him/her what to do (hand-holding a bit) while crawl has the option ‘hints mode’ which also helps the new user.
If there was a hints/help thing while playing the game it would make it so much easier for the new guy.
I do wish crawl though didn’t have instant death but that’s for another day.[/quote]
Well the fact that the tutorial is terrible is a non questionable, and it does need improvement. I just attempted to tell you how to get the best of its reduced utility.