Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2001:
[Freeciv-Dev] Re: Documentation, Usability and Development
Home

[Freeciv-Dev] Re: Documentation, Usability and Development

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Cc: Justin Moore <justin@xxxxxxxxxxx>, Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Documentation, Usability and Development
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 30 Nov 2001 11:53:08 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Nov 29, 2001 at 02:26:58PM -0500, Daniel L Speyer wrote:
> >    Actually I think we should target it just below what we think our
> > actual audience will be.  At the very least someone who's never seen
> > Freeciv (or even Civ) before should be able to *start* a game.  We may not
> > need to follow all of the little "have a screenshot every 3 steps" rules,
> > but we need to always remember that we're going to take things for granted
> > that a new user won't.
> 
> I recently introduced Freeciv at a computer camp where I worked.  I had
> the experience of watching near and total newbies learn the game.  Some
> experiences and thought:
> 
> We *need* a better server interface:
>       I wrote a TCL/TK thing with bits of C that was adequate, but it
>       still confused people.  Sticking server controls into the client
>       would IMO be a good idea, but we definately need to do something.

You know patch from Andreas? Search for "Extended connect dialog
(PR#977)".

> The units/terrains aren't recognizable:
>       It takes a while to get to recognize settlers, coal, tundra, etc.
>       Probably this just needs better artwork.

Which tileset was used.

> The scrollbars were confusing:
>       Nobody uses them (almost) and they don't work in isometric anyway,
>       why don't we cut them out (at least in isometric)?

Ack. The minimap and the right-click are sufficient for me.

> Battle computations:
>       I was constantly advising "warriors won't kill a legion", "get
>       your settlers onto the river and the horsemen won't be able to
>       kill them" etc.  It might be helpful to have some sort of 
>       battle-calculator which you could ask this unit attacks this unit
>       on this square, and it would give the chance of victory.  Even as
>       an experienced player, I'd find this helpful, but it's really
>       important for people who haven't memorized the units yet.

Nice idea.

> Strategic advice:
>       It would probably be helpful to write a simple set of advisors
>       to say what techs/production focuses/government etc. would be
>       best so that you can start playing decently without learning
>       strategy the hard way.

IMHO this be done better if the people read some docu (yes I know
nobody read anymore).

> Apart from the scrollbars, these are all pretty big projects, but I think
> they would heavily benefit new players.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Any sufficiently advanced technology is indistinguishable from magic."
    -- Arthur C. Clarke


[Prev in Thread] Current Thread [Next in Thread]