
I propose the following topics:
- Make a more concrete concept for what tutorials we need and what the content should be
- Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop
- Identify which engine and object system (c4script libraries, functionalities) features we still need for point 2 (plus 1) and which not (and thus are not so urgent).
- Divide up the work for next week.
If there is still time, optional:
- Collect ideas (and teams for implementation) for the few more scenarios included in the release
Please add the topics you think we need to talk about on this monday.

>Short ping, who can be there?
I think I can't (maybe the first fifteen minutes or so)

Two possible ways to implement this:
1. One button that calls just Activate() or something on press
2. Modificator+Mouse calls ControlUse(...,modificator_pressed)
Arguments against 1
+ TWO (entirely) new buttons would have to be introduced
Arguments against 2
+ more complex interface
-> We will do it with method 2.
1. Tutorials
Ideas:
+ Put all tutorial scenarios in one scenario (some against that)
+ blend tutorial scenarios slowly into mission-like scenarios
+ Use actual heads of the devs in exaggerated gestures as tutorial-explainers in message boxes
Needed:
+ Pointing arrow like CR for stuff
+ Tutorial needs to reflect selected control scheme. Might want to fix GetControlKeyName and properly sync actual, selected key set. For now, let's just differentiate between Mouse+Keyb and Gamepad (HasVirtualCursor).
First tutorial
+ Should be not so short
+ Like a parkour, not so much explanation on the basic stuff
+ JNR controls - with climbing, hangling, throwing (flints), swimming and diving
+ Digging with the shovel
+ Building loam bridges
+ Idiot proofing: Flints respawn, shovel not throwable, loam respawns, Clonk can respawn
+ Idea for a theme/goal - follow the butterfly
+ Sven is doing it.
Second tutorial
+ Goal: Clonk has to rescue a trapped clonk that is somewhere else
+ Explained are: Crew selection, backpack and a few tools (dynamite, grappling hook)
+ Optionally if the cannon/catapult gets finished - that one too
+ Perhaps also: switching between clonks not only at scenario start
+ Maikel may do it once the first tutorial is done
Third tutorial
+ ...is Target practice scenario but improved
+ Unlimited ammo, show one target after the other (order by difficulty)
+ At the start, the player could also only use the javelins and later get to an area where there is a bow
+ Goal: Shoot all targets
Fourth tutorial
+ Perhaps something about melee weapons?
2. Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop
Objects:
+ no exclusion of unfinished objects. They are just not put into the scenarios. They should be free of warnings and errors of course.
Needed (of which ! are unfinished; bugs in bugtracker not counting)
+ bow, musket, javelin, !club, !shield, !sword, shovel,
+ !ropeladder, !pickaxe, !grappler, dynamite box, dynamite, boompack, jar of winds,
+ materials: rock, gold, ice, snow, loam, firestone
+ Rotating and/or Jumping Arrow (for tutorial pointing)
optional: release shouldn't be delayed by uncompletion of them but still they are highly desired for a release
+ cannon / catapult / gatling gun
+ decoration like trees, moss, grass, rocks and ruins, cave paintings... ;-)
+ floating balloon, war-hammer
Scenarios:
+ very few are enough
Tutorials
+ See above
TGoW
+ Done
Kamikaze Cowboys
+ more "dangerous" looking landscape: Rock an lava
+ optionally a dynamic landscape
+ (explanation of the usage of a boompack at scenario start?)
The Cavern
+ Done
Menu Graphics
+ Sven2 has suggested using scenario screen-shots (with some filters applied) for menu backgrounds
- High quality renders would be preferred, but it's better than solid grey
+ A logo still needs to be designed and rendered. Ringwaul/Mimmo_O?
... STOPPED HERE


Try to be there, try to be on time. Unfortunately on monday, we didn't get to the important points yet.
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