- Posts: 168
- Joined: Sat Mar 22, 2014 12:35 am
A separate post for this.
The tutorial is still insufficient since it is not teaching the new players how to play the game. I've spoken to and played against 5 this week and each one has said that the tutorial doesn't actually teach you what the zones and elixirs are about. They felt it would be better to play a single game against an AI opponent to see how they all interact properly.
They also talked about how it is frustrating since it just feels like your clicking.
1. The active unit needs to be better highlighted since it gives you no feedback as to why you can't move another unit as you like
2. It seems to drag on and the important information is buried in walls of text.
It has been suggested that you create a small map (Lion Medium training map would be my suggestion) and only have a single melee and single range unit vs a single enemy unit. Use this to teach them how to move and how combat works.
Then have a second map where they then play an actual game but have it against an AI. In this mode explain what everything does. Something in this sequence. I would recommend the Acheron Map with two separate scoring zones.
1. Turn one have a box that explains deployment
2. Start of turn 2 an elixir spawns and now have a text box explaining what it is, what it does and victory conditions
3. Start of turn 3 you have the two zone become visible with a text box explaining what they are, how they work and re-iterate the victory conditions.
4. Let them play out the full game.
For the AI just make them play to the KOTH victory condition and ignore the Elixirs. Simple to program and the new player still gets to play a game that shows them how it all interacts.
The tutorial is still insufficient since it is not teaching the new players how to play the game. I've spoken to and played against 5 this week and each one has said that the tutorial doesn't actually teach you what the zones and elixirs are about. They felt it would be better to play a single game against an AI opponent to see how they all interact properly.
They also talked about how it is frustrating since it just feels like your clicking.
1. The active unit needs to be better highlighted since it gives you no feedback as to why you can't move another unit as you like
2. It seems to drag on and the important information is buried in walls of text.
It has been suggested that you create a small map (Lion Medium training map would be my suggestion) and only have a single melee and single range unit vs a single enemy unit. Use this to teach them how to move and how combat works.
Then have a second map where they then play an actual game but have it against an AI. In this mode explain what everything does. Something in this sequence. I would recommend the Acheron Map with two separate scoring zones.
1. Turn one have a box that explains deployment
2. Start of turn 2 an elixir spawns and now have a text box explaining what it is, what it does and victory conditions
3. Start of turn 3 you have the two zone become visible with a text box explaining what they are, how they work and re-iterate the victory conditions.
4. Let them play out the full game.
For the AI just make them play to the KOTH victory condition and ignore the Elixirs. Simple to program and the new player still gets to play a game that shows them how it all interacts.