[Freeciv-Dev] Re: Documentation, Usability and Development
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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
[Freeciv-Dev] Re: Documentation, Usability and Development, Raimar Falke, 2001/11/28
[Freeciv-Dev] Re: Documentation, Usability and Development, Ben Webb, 2001/11/29
[Freeciv-Dev] Re: Documentation, Usability and Development, Kevin Brown, 2001/11/29
- [Freeciv-Dev] Re: Documentation, Usability and Development, Justin Moore, 2001/11/29
- [Freeciv-Dev] Re: Documentation, Usability and Development, Daniel L Speyer, 2001/11/29
- [Freeciv-Dev] Re: Documentation, Usability and Development,
Raimar Falke <=
- [Freeciv-Dev] Re: Documentation, Usability and Development, Daniel L Speyer, 2001/11/30
- [Freeciv-Dev] Re: Documentation, Usability and Development, Raimar Falke, 2001/11/30
[Freeciv-Dev] Re: Documentation, Usability and Development, Gregory Berkolaiko, 2001/11/30
[Freeciv-Dev] Re: Documentation, Usability and Development, Gregory Berkolaiko, 2001/11/29
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