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« on: December 27, 2019, 11:52:07 am »
Sure that I will repeat a few things but I was already thinking about open a similar thread specialized on GUI so I want to get this in on top of some other things.
So start with the GUI the current one is OK well technically its great in most parts but sadly don't piggyback a lot of muscle memory of new players what is an unnecessary obstacle.
To begin with, a good mouse-keyboard interaction would be helpful.
- WASD movement of the courser, a tooltip that emulates the look command you hover over something for a second or so.
- If you in the designation or zone/stockpile creation menu mousdrage to mark an area.
- Radiant menu with right-click for the major commands that need a special courser position (look, unit, build properties, build inventory). Left-click to execute the last command if you not in a sub-menu like designation.
- Build menu streamline like why the heck workshops have their own menu but beds, doors, coffer, cabinets are not in a sub-menu for furniture?
- Since you mostly on the left side of the keyboard with a WASD control place often use menus around there. On top of that, you can go and click with the mouse on a point in the menu to go deeper or activate that point. (like klick on channeling in the designation menu instead of using the shortcut keyboard command its maybe not the most efficient way but you don't need to lock up what you need and then search for the right key you can just click with your mouse if you already look at this point anyway)
This are just some examples with the military I donīt even want to start its a mess. Since its already shown this will be overhauled I wait and see how this play out before I want to make to much fuzz about it. But yeah way to unnecessary complicated.
So now how to get the noobs to survive at least longe enough to get hooked after we remove obstacles in the way how the game plays its the gameplay itself that maybe stomp them because of the lack of knowledge.
A complete tutorial would be a bad design decision. Forcing players in a sandbox game to do stuff even if it's just the first time is REALY bad. Better is to give them just goals to archive. Rimworld, for example, does it with just warning you about critical stuff like "he there is no food" to inform you that you maybe have a problem. DF, on the other hand, could give you in the embark some warnings For the start something like "he Aquifer are not easy to handle and can be a source of trouble for underground exploration, continue?" or "Ther is a Tower nearby this location this will mean you probably attract relatively soon a necromancer, continue?" would be huge.
Ingame some basic quests on your first fort (and never again) like, "Your Dwarfs will need Food and Drinks. Build a Kitchen and a Still" would be already enough. Of course, you could explain every step but most players are not complete morons with an IQ of short under 80 like some tutorials want to make you believe. Just give them a direction to start with should do the trick to keep them around until the FUN hit them and they start to lose their first fort and want to use the newly gained knowledge to tackle the game in another one again this time better and bigger and maybe survive the FUN that kills them the first time to encounter more FUN.