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Re: [glob2-devel] Re: New tutorial so wonderfull!


From: Bradley Arsenault
Subject: Re: [glob2-devel] Re: New tutorial so wonderfull!
Date: Wed, 1 Mar 2006 17:25:46 -0800

On 2/28/06, Kieran P <address@hidden> wrote:
> Excellent work. No more problems with overgrown wheat and wood :D However,
> theres still many aspects of glob2 that arn't covered :( For example, on the
> flags and areas tab, you covered guard area, and exploration/war flags, but
> missed out on forbidden zone (usfull for several reasons, you could describe
> them all) , and clearing flag/area (and describing the deferences bewteen
> those two and why its usfull), the Alliances screen (more specificly for
> stealing other teams units), and describing what the top right moving bar is
> (cpu usage?). You also mention 't' for globule targets which is great, but
> what about the other usful keyboard shortcuts? They save time clicking
> everywhere. Like 'spacebar' for jumping to last event, 'p' for pause (since
> users will be lost when clicking the menu button and finding their game
> still runs), 'h' for message history, 'home' to jump to the swarm, 'd' for
> delete/cancel delete, and 'u' for upgrade/cancel upgrade. They are all
> usefull and helpful to use. There are of course 'v' (for voip), i (to turn
> on/off info), and -/+ (for increasing/decreasing workers are the selected
> building) but they arn't as important as the other ones. Anyway, time to go.
> Hopefully there will be a next version with some new instructions :D
>
>
>
> On 2/27/06, Bradley Arsenault <address@hidden> wrote:
> > New tutorial, second revision, available here:
> > www.genixpro.com/tutorial.map.tar.gz
>
> _______________________________________________
> glob2-devel mailing list
> address@hidden
> http://lists.nongnu.org/mailman/listinfo/glob2-devel
>
>
>

Reading user interface ideals has taught me several things, one of
which is: don't overwhelm the user with information. Sure, I could
teach them every blip and every bleep. Sure, I could tell them every
single little thing possible in the game. But for what reason? Their
likely to exit the tutorial prematurely, go off to do something else,
come back and have forgotten everything, and the tutorial will be
whampering on like their now professionals on the subject.

No.. wrong thing to do. I must say, andrew seems to understand
usability very well, and I'm certainly taking his advice when
possible, devide the tutorial into a campaign, and don't expect the
user to know everything or want to know everything. They want to play
the game, not spend 4 hours learning how to.




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