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User Interface Tutorial

By MYrankAdminKingRaptor
Learn the basics of the Zero-K user interface.






Players: 1
Singleplayer
Map: TitanDuel
Game:Zero-K v1.4.12.20
Created:24 days ago
Changed: 23 days ago (revision 2)
Played: 26 times
Rated: 5 times
Rating: Your vote:
Difficulty: Your vote:

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AUrankhedgehogs
24 days ago
Rating: 1star
Difficulty: Impossible.


Seriously?
+2 / -0
USrank_Shaman
24 days ago
(edited 24 days ago)

Most challenging mission of them all:

UI Tutorial.

Joke:
[Spoiler]
+4 / -0
AUrankhedgehogs
23 days ago
When you attemp to learn but it's hard

\(u_u)/
+0 / -0
MYrankAdminKingRaptor
23 days ago

Donator star
It's currently left inaccessible due to a potential Chobby crash that occurs after featuring the mission. We'll need to check the code sometime in the near future.
+1 / -0
AUrankAdminGoogleFrog
23 days ago

Donator star
The first instructions are confusing as I could not easily find the 'Next' button. The '>' button does nothing. The 'Next' button is not visually part of the UI that contains the tutorial.

The window that tells me about the radar tower is on the wrong side of the screen. The tutorial should not have windows jump around. So far as I have seen three windows and each have been at a different position. The 'Next' button has gone so I am left wondering how to continue.

Why does screen 3/3 want me to click Next? Now 'Next' exists again?

Screen 4/4 is too polite. It should say, click on this unit to select it, ideally with an area. Once the unit is selected it bring up a new screen that tells me far too much about the multiple ways to select units. The task set is too convoluted because I'm not even looking at the unit to be selected and there is too much irrelevant information. You tell me about Shift, boxes, Ctrl, Ctrl + C and then expect me to not use any of them. How do I know what a Lotus is? How do I even know what "near my commander" is? I've never been told about either.

In screen 5/5 do I really need to know about the objectives screen? There will only ever be one objective. Perhaps make an always-on transparent objectives screen with tickboxes (like in every other game).

Screen 6/6 is too polite and useless, similar to 4/4. It shouldn't be joking around with M and Move buttons. Tutorials are inherently uninteresting so should efficiently convey the important information. I would try to cut down the visible text as much as possible. It is wearing to read mult-paragraph tutorial instructions for each of the prompts, especially when most of it isn't instructions at all.

Why is there a Windgen at the destination? This will lead people to guard it instead of moving.

By the way, there are people without an intuition for compass directions.

8/8 is similar to 6/6, but a bit better.

At this point I am allowed to toggle movestate, why?

10/10 AHHHHHHHH things are happening how can I read this three paragraph popup box while stuff is happening on the screen and things are doing things? Is stuff dying? Is it timed? I read the box but by the time I did so I could just see two units and six wrecks.

11/11 talks about Fire At Will and a similar box did earlier. I don't need to know these things. I tried to tell my commander to Attack Move the location but he wouldn't move, something is broken (she reclaims wreck of the thing he killed in 8/8). Then she reclaims the things killed in the attack moving.

12/12 gives me no commands, how will I learn anything?

13/13 gives me no commands. I'll just flail about and click next when nothing seems to happen.

14/14 uses the keyword "grid" to not talk about overdrive. Avoid namespace conflicts, figure out a new name for it. Perhaps blueprint. The parenthesis is too much information in general. The whole screen could be more screens.
  • Select you commander
  • Click economy (highlight)
  • Click Solar (highlight)
  • Click location.
As it stands I have a ghost on the ground and don't know what to do with it without first reading two paragraphs.

How am I going to remember anything in 15/15 without practice and guidance?

16/16 is better written but the goals are confusing. Am I supposed to make multiple mexes? Should I press F4? The text markers are getting a bit cluttered by this point. Where is the ghost?

17/17 we're not in UI tutorial anymore. It's morphed into an economy tutorial.

18/18 needs a ghost. Does facplop need that much explanation? If you want to teach [ and ] perhaps force them to change its facing and block commands given at the wrong facing.

20/20 has far far too much. Assisting the factory should be done after we have a nice repeat queue of Glaives going (idk where the tutorial is going, we might get there). Removing a thing from the queue should be its own thing. I don't need to know that the units tab will be automatically selected, it is both clear and unimportant once I do the action. The objective "build 5 Glaives" can be achieved any number of ways and I don't expect any advanced methods to be used.

21/21 tells me about Shift, Ctrl, Alt and Space + Click all at the same time. These aren't instructions, why would I remember?

22/22 (did we just leave factory-training-zone without repeat? What else is this important?) stuff happened on the screen again but it stopped happening fairly quickly so it's ok. Still too much text.

23/23 why would I have noticed the fog of war? Everything in these four paragraphs is new. What is a complicated direction 'northwest'? What is a scout? What is radar? What are these dots? Why can't I just send my six Warriors?

25/25 How can I practice the controls more when the victory screen appears?

We need a much smaller and less complicated victory screen. Just one of those semitransparent overlays which looks pretty and says "Victory" or something similar. It can have one or two buttons. I don't know if this would be a mission-only thing or generally applied. It could be generally applied if one of the buttons is "awards" and brings up the usual screen, when relevant. Other buttons could be exit and restart.

The '<', '>' and 'number/number' buttons were never important and should be removed. The flag button was never important and should be removed.
+4 / -0
AUrankAdminGoogleFrog
23 days ago

Donator star
I featured the mission, restarted chobby (mission downloaded) then unfeatured the mission. Running the mission worked for me.
+0 / -0
AUrankAdminGoogleFrog
23 days ago

Donator star
The chobby crash was to to do with the mission having undefined difficulty. It has a difficulty now so I'll feature it for more feedback. Also, in spite of my feedback, it is a useful mission and at least on-par with the other tutorials. It still needs work though.
+0 / -0
USrankaeonios
23 days ago
This is.. awful. It tries to teach too many things, and there are so many issues I don't even know where to start.
+0 / -3
AUrankhedgehogs
23 days ago
(edited 23 days ago)

You could start by being nice?
(sarcastic)
+1 / -0
MYrankAdminKingRaptor
23 days ago
(edited 23 days ago)


Donator star
Good feedback doesn't have to be "nice" as most people use the term, although civility is beneficial. But it needs to optimize for identifying specific issues and (where available) solutions, rather than for attempting to raise the status of the giver relative to the recipient.

Anyway: Chat dump with AUrankAdminGoogleFrog discussing various changes I intend to follow
+2 / -0
AUrankAdminGoogleFrog
23 days ago

Donator star
There is too much in this tutorial. Split into basic UI and economy.

Basic UI: http://pastebin.com/Cf6fXpH8
Economy: http://pastebin.com/BkFe0GZV
+0 / -0
AUrankAdminGoogleFrog
23 days ago
(edited 23 days ago)


Donator star
USrankaeonios it's very simple. Run the tutorial with a text file open and write down everything which is wrong as you come across it.
+2 / -0
DErankyoutheproblemsalready
17 days ago
(edited 17 days ago)

quote:
Run the tutorial with a text file open and write down everything which is wrong as you come across it.
Why?
There is already a post that lists 20+ problems. You already know what is wrong.

No use for others to make the list even longer. If even half of that list is adressed the mission will be so different that most feedback will have become irrelevant. Why do you want to waste players time with that?
Everytime someone had bothered to write feedback on a mission it has been more or less the same key-points anyway.
+0 / -0
MYrankAdminKingRaptor
17 days ago

Donator star
quote:
Why?

Because knorke can't follow a conversation and figure out what the point being made is.
+2 / -0
AUrankAdminGoogleFrog
17 days ago

Donator star
USrankaeonios clearly wanted to post something to get the disdain out of his system. He couldn't either +1 my post or post some neutral agreement. Also, since he didn't interact with my post at all I don't know whether he has additional points.
+0 / -0
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