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WIP: Tutorial S3: Mirror of S2, playing the Orcs vs AI Elves #4205

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commented Aug 4, 2019

WIP: for debugging, waits for the player to select "normal_start" from the right-click menu instead of doing many changes in a start event

WIP: it's way too hard for a tutorial, needs to be made easier

WIP: currently leaves elves in the recall list

Includes:

  • fog of war
  • encircling units with ZoC
  • using fire vs a Wose (but tries to avoid the ambush ability)
  • accepting that some of your units will die
@jostephd
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Partial review, up to just before pressing "End turn" on side 1 turn 1.

@@ -1229,7 +1231,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
message= _ "You can also refer to the in-game help browser if you ever need to refresh your memory on gameplay mechanics."
[/message]

{CLEAR_VARIABLE low_hp_unit_message,lhpu_msg_i}
{CLEAR_VARIABLE low_hp_unit_message,low_hp_unit_message_female,lhpu_msg_i}

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jostephd Aug 11, 2019

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This change seems unrelated, just commit it directly?

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@stevecotton

stevecotton Aug 13, 2019

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Thanks, I will do, I'm leaving a few changes in part 2 while this PR is still WIP.

speaker=Grudush
# po: after the "Well …" and before this, the enemy leader shouts "Let’s go! Attack!"
# po: the adjective "brash" is used in the unit descriptions for the tutorial's Fighter and Fighteress units
message= _ "…, it seems the elvish leader is a brash student. That’s good for us, we can compensate for the terrain with better strategy."

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jostephd Aug 11, 2019

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Change us, to us:.

speaker=narrator
caption= _ "Recalling"
image=wesnoth-icon.png
message= _ "In campaigns, you can normally <i>recall</i> your experienced veterans from previous scenarios. It’s unusual for a campaign to switch to the opposite sides, but in this scenario the tutorial does, and for ease of balancing the difficulty your recall list isn’t carried to this scenario. However, you start with a level 2 Orcish Ruler, whose leadership works exactly as the Elvish Captain’s did."

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jostephd Aug 11, 2019

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I suggest to reword without speaking about ease of balancing the difficulty. The student/user is trying to learn how to play campaigns, let's not confuse them with terminology from the world of creating campaigns.

speaker=narrator
caption= _ "Recalling"
image=wesnoth-icon.png
message= _ "In campaigns, you can normally <i>recall</i> your experienced veterans from previous scenarios. It’s unusual for a campaign to switch to the opposite sides, but in this scenario the tutorial does, and for ease of balancing the difficulty your recall list isn’t carried to this scenario. However, you start with a level 2 Orcish Warrior."

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jostephd Aug 11, 2019

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The word you refers to the student, who may be either male or female. Does this string need to be translated differently in these two cases?

{GENDER (
[message]
speaker=Grudush
message= _ "You can recruit the types of orcish units that Thrag recruited in the previous scenario (Grunts, Archers and Wolf Riders). You also have a new unit type available, the Orcish Assassin."

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jostephd Aug 11, 2019

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Change available, to available:.

Maybe spell out Orcish Grunts and Orcish Archers.

Maybe try to rephrase without parentheses.


[cancel_action][/cancel_action]

[fire_event]

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@jostephd

jostephd Aug 11, 2019

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This moves the orc to a different place than I ordered. I think this could be confusing to new players, it's definitely not an ordinary game mechanic. (And yes, it undoes that a moment later, but still, the tutorial should be non-confusing even without foreknowledge :))

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stevecotton Aug 13, 2019

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I've redesigned this, it now uses a ghost-like copy of the unit, and only interrupts the player if they move to the north end of the bridge. Otherwise the ZoC discussion happens at the end of the turn.

clear_shroud=yes
[/redraw]

{TALK_ABOUT DumboBait ( _ "Our scout could attack the elf, but that would just throw away our unit. Tharg was too aggressive, he’d always see the 60% chance to hit and make the attack.")}

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jostephd Aug 11, 2019

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I don't think we need to explain why the AI decided to attack. Just say that Tharg made an error when he rushed forward with a single unit, and paid the price? (And recommend to play MP if you want intelligent enemies, I guess)

[/item]

# po: "encircle" is an obscure word, but one of the tips in the "wesnoth" text domain uses "encircling", and the tutorial shows a diagram with highlighted hexes while showing this text
{TALK_ABOUT Dumbo ( _ "On the next turn the other two elves could encircle our unit. When two units are on opposite sides of an enemy, their overlapping <i>Zones of Control</i> mean the unit is trapped - it can only move one hex before being stopped by the ZoC. Meanwhile the injured elf could heal in a village.")}

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jostephd Aug 11, 2019

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This line confused me, because the first time I saw it I hadn't paid attention to the move_to's that were done just before it. I just saw the final state, my unit ZoC'd by two units, and was confused by the line that spoke about three different elves.

[/fire_event]

# po: This is said at the end of the explanation about ZoC traps, but only if the player can still move - it's not shown if the ZoC explanation is shown at the end of the player's turn
{TALK_ABOUT Dumbo ( _ "Our scout could try to hold the middle island, but too many elves can get there before our reinforcements. There’s enough time to capture the village, but you should then bring that unit back to our side of the river instead of trying to hold the village afterwards.")}

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jostephd Aug 11, 2019

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There’s enough time to capture the village - is there enough time?

For starters, what if there's an Elvish Scout under the fog? If there is, and Dumbo captures the village, he'll die, and it won't be a good trade.

Alternatively, what if Dumbo captures the village and DumboBait chases him? At that point, if Dumbo stays put he'll be outnumbered; and if he retreats, DumboBait will catch up with him on turn 2 on the bridge, that'll be full daytime and DumboBait is strong and resilient so he could even attack in melee if he wanted to. Sure, that'd be aggressive play on the elves' part, but they might have a reason (unknown to the orcs) that leads them to choose an aggressive strategy. (For examples of reasons see any race scenario in mainline)


[message]
speaker=narrator
image=$unit.profile

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jostephd Aug 11, 2019

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$unit.profile? Shouldn't this line be spoken by the lvl3 Orcish advisor? It's weird for the recruited unit to speak of "The Orcish Archer" in the third person.

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stevecotton Aug 13, 2019

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This matches S2.

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commented Aug 11, 2019

By the way, would it be easier to design and maintain a tutorial as a series of very small scenarios (4/5 units per scenario), along the lines of the Tactics Puzzles addon, than as long scenarios that teach many things one after the other? For example, one scenario could teach the player to poison enemy units, and watch them lose health; the scenario after that could teach how to delay poison (with heals +4) or cure it (with villages or the cures ability); other topics would be covered in other scenarios.

I'm not asking you to refactor what you've already done, of course; I'm just putting the idea out there so we can use it for any future additions to the tutorial, that haven't been drafted yet.

@soliton-

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commented Aug 11, 2019

Simple scenarios focusing on one mechanic sounds good. I agree that the tutorial seems easily overwhelming. The Tactics Puzzles addon is an excellent example which could as well be added to mainline itself IMO. Perhaps as expert versions of such tutorial scenarios.

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commented Aug 12, 2019

I also like the idea of having a menu either like the Tactics Puzzles, or like the menu-scenario micro_ai_test.

S2 has more hints than can be seen in a single play-through, as there's comments for each unit type. If we add a menu, I think it should allow replaying S2 with your already-experienced elves.

@nemaara

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commented Aug 13, 2019

Not intending to be really philosophical about what a tutorial should be, but it looks like we're starting to stray into the realm of teaching tactics and strategy expectations of players rather than teaching core gameplay mechanics. That's not to say this doesn't belong in a tutorial, but it might be worth explicitly stating that this (and possibly further "tutorials" like tactics puzzles) is more of an advanced tutorial focused on strategy. That way, players who don't care to learn the strategy from a tutorial (and prefer to do it from campaigns or MP) won't end up sitting through it. Also, like soliton said, having it all be in the core tutorial would probably be pretty overwhelming and overkill.

WIP: Tutorial S3: Mirror of S2, playing the Orcs vs AI Elves
Includes:
* fog of war
* recruiting on a specific hex
* encircling units with ZoC
* resistances / using fire vs a Wose (but tries to avoid the ambush ability)
* accepting that some of your units will die

WIP: uses the "normal_start" menu item

WIP: it's way too hard for a tutorial, needs to be made easier

WIP: Might drop everything after the Wose event

@stevecotton stevecotton force-pushed the stevecotton:tutorial_playing_orcs branch from c0c234e to fbfe8f4 Aug 13, 2019

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commented Aug 13, 2019

Thanks for all of the comments, and I hope the new update has covered all of the prose-related ones.

About doing Tactics Puzzle style instead - I agree with that, but think this scenario would still have a place as one of the scenarios that the user could select.

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