Vanilla tutorial series?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    Vanilla tutorial series?

    Since the let's play series is winding down, and I'll probably take a break from playing to do some code-hacking, I was thinking of making a series of brief tutorial videos to explain game concepts. Do people think this would be a useful resource to have at all?

    Videos would be 3-5 minutes in length and would cover basic game topics, usually with contrived scenarios set up through wiz-mode offscreen for demonstration purposes. The point would be explaining how the game works and how things are calculated. Here are some ideas I have for topics.

    Code:
    Item types and how to use them
    Combat - player to hit/damage calculation
    Combat - archery to hit/damage calculation
    Combat - monster to hit/damage calculation
    Status effects (player and monster)
    Speed
    Stealth
    Player spells - damage calculations and monster resistances
    Monster spells/breaths - damage calculations and player resistances 
    Devices - magic device bonuses
    ID by use and pseudo-id
    Inscriptions
    Squelch
    any other topics that are worth talking about?
  • Quendus
    Scout
    • Jun 2007
    • 32

    #2
    Detection, monster memory, and methods of escape?
    A lot of newbie deaths are probably due to not knowing what's around the corner, and not knowing what kind of power a monster has (which a fresh savefile won't help with, but at least monster descriptions tend to be slightly indicative).

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #3
      Originally posted by Quendus
      Detection, monster memory, and methods of escape?
      A lot of newbie deaths are probably due to not knowing what's around the corner, and not knowing what kind of power a monster has (which a fresh savefile won't help with, but at least monster descriptions tend to be slightly indicative).
      I think these topics (excepting monster memory) are better handled in the play-through format, and they're featured heavily there. It's hard to explain when to bail in contrived situations, and I'm not sure how useful it is. Tutorials would be, "this is how the game works." Let's plays would be "these are some tactics that you can emulate to improve your game."

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #4
        I'd expand "item types/use" to common commands, and just run through the command list, spending a little extra time on RSW, potions, scrolls and item activations.

        Maybe one section on on doors, stairs, traps and tunneling (terrain and terrain modification).

        If this is to be made for the newb, three different combat sections is excessive. All they really need to know about combat can be found using I and l (inspect and look), both of which probably deserves it's own three minutes.

        I'd probably lose "magic device bonuses" (nice to know but not need to know) and lump "inscriptions" in with game options (once added to list).

        Also, permanent death and the benefits of careful play over key mashing should be covered.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Malak Darkhunter
          Knight
          • May 2007
          • 730

          #5
          Originally posted by buzzkill

          Also, permanent death and the benefits of careful play over key mashing should be covered.

          Absolutely! There is no greater thrill, than playing with the constant threat of loosing everything you worked for vs careless key mashing without the threat of permadeath which makes the game much less fun.

          Comment

          Working...
          😀
          😂
          🥰
          😘
          🤢
          😎
          😞
          😡
          👍
          👎