I think I'm going to make a more complete tutorial

Discussion and development of scenarios and campaigns for the game.

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quartex
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Post by quartex »

While it's a bit short, one "easy" campaign that I think more people should play is Circon's "A tale of two brothers". You can download the final version here:
http://www.wesnoth.org/forum/viewtopic. ... 1&start=30

I hope that it will eventually be added into the official version.

P.S. As I've mentioned before: I think we should add a system of adjectives to descrive the length of the campaigns when listing them in the choose campaign dialog box. Something like Skirmish (1-8), Adventure(9-16), and Epic(17+), based on the number of scenarios. It sounded like a good idea for helping new players tell the length of the different campaigns.
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Post by Invisible Philosopher »

But the length of a campaign can vary, if you take different routes (as in Eastern Invasion)
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Post by turin »

Invisible Philosopher wrote:But the length of a campaign can vary, if you take different routes (as in Eastern Invasion)
I think the maker of the campaign can make the decision on what length it is, with those flexible guidelines.
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quartex
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Post by quartex »

I'm not sure who wrote it, but I really like the new official tutorial. I always thought it was a good idea to merge the basic tutorial, with the old one where you were fighting delfador. I love allowing the users to ask questions constantly.

I just wanted to make a few corrections and suggestions:

When talking about objects, "holywater" should be 2 words, not one.

When talking about the time of day, technically the time between night and day is called dawn and twilight depending on if the sun is rising or setting. So when you talk about day, night and twilight, you might also mention that dawn and twilight are the same thing, are are just the times between day and night.

Likewise when listing the times of day you say: twilight, day, day, tiwlight, night, night. I think it sounds odd to call dawn twilight, I think it should instead be dawn, day, day, twilight, night, night. Just mentioned that dawn and twilight have the exact same properties.

In the second level, it didn't seem that delfador recruited many units, when I played he only recruited one fighter on the 5th turn. I realize you want the tutorial to be really really easy, but perhaps he should recruit a few more units so player can see how the enemy captures villages, how to take villages back from them, and get a bit more experience in combat.


When discussing terrain in the second scenario, I think that it is important to remind players that chance a unit has to be hit (that is, their defense) is solely determined by the kind of terrain they are one, and what kind of unit they are. Elves defend a lot better in the forests, and merfolk in the water. Knowing which terrains are good and bad defensively for different units is a very important part of combat in Wesnoth. I think that's a bit of a subtely that gets lost in the tutorial.

The only other problem I had was occasionally I'd forget what I was supposed to be doing in the first tutorial. For example early I claimed a village, so when it told me to goto a village, I went to the one I had already claimed, and nothing happened. I got confused about what i was supposed to do, but there was no way to reread my instructions. Eventually I realized I was supposed to goto a neutral village.

It would be really nice Dave, if scenario designers could change the scenario objectives mid-scenario. That way, a tutorial could update your task throughout the scenario.

And like in Warcraft 3 and more role-playing type scenarios, it would be great to have your objectives change mid-scenario. So you might have to defend against a band of orcs for 10 turns, and then suddenly be told you have to escape to the sign post. Dynamic scenario objectives, are a fearture I'd love to see.

Otherwise, great work on the tutorial.
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Post by Mkgego »

Well I like the tutorial as it is ^^!!!

Maybe in the second part of the tutorial Delafor should bring to battle more than only one unit...this would be a better way to show the unit combat skills to the player :P
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Integral
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Post by Integral »

Well, both dawn and dusk are twilight, but if that seems a bit odd you could call them "dawn" and "dusk" :)

Daniel
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