Well, it's certainly partway. I understood "play with the store" and "place furniture", although I found the UI a little difficult—I kept on accidentally leaving the menu instead of whatever I meant to do.tepples wrote:So the short description of each phase isn't enough, I take it.
There's very minimal feedback in the store as to when you've bought something; the inventory number increments and things you no longer can afford just disappear.
Placing blocks and doors was fine, although for no good reason I didn't understand that it also pruned unwanted blocks for a while.
Walking over and stealing things was more-or-less a non-starter without knowing that the rockets blow up walls.
I think the big problem with the rocket launcher was that, unlike everything else, I never saw a name for it (because you don't buy it, it's just always in your inventory
Oh, a very minor thing: both players' rocket launchers are right-handed, so it's very slightly in favor of blue (since the rocket launchers seem to be indestructable and unstealable)
Time consuming for you? Time consuming for the game?Should I make it so that either player can pause the game and view this mode's help? That'd be possible (as the screen can always be redrawn from scratch in my rendering architecture) but time-consuming.
I don't think it's worth using your remaining temporal budget, but I wouldn't mind the online help taking a second or two to start or stop.
Tangentially related, is there any way to pause? Like maybe both players pressing start or something?
The more I played, the better I got at using it. I just flailed until I had an adequate mental model.Any idea how to do this without taking huge amounts of time and memory for full PC RTS style pathing? The idea was supposed to be that you'd move onto one doorway and switch to the other unit until he gets there.
In any case, I don't think you need full pathing; just being able to say "Go to the door, then go to this other point."
Or maybe just having the roamers be a different color when they're busy vs. idle...
For a training mode, perhaps a series of optional tiny scenarios? Like-But suggestions of how to design a single-player sandbox/training mode are welcome.
* Here's you, your rocket, and the opponent's building? Launch the rocket to knock a hole in the wall
* Here's two roamers, get them to the other side of the screen at approximately the same time
* Here's a piece of furniture, pick it up and bring it back
Not certain whether I like that...
Maybe instead a "stupid AI" mode that just builds houses and furnishes them, without bothering to make an AI for combat?
Maybe a little pop-up message during combat mode if a player is standing adjacent to an opponent's door "They've locked the door, I have to use the rocket launcher"?