For example, the mod TNG has new items, like bonemeal and feathers.
But there are no explanations in the download.
Wuzzy wrote:This is a nice and simple suggestion which would help with the very first steps.
Players who don't need it can just throw the item away.
But the text must be very short and can only contain the minimum basics if we're only using the book with text.
This is also a good starter for those who just finished the Tutorial.
Because it is not obvious that the first important thing to do in Minetest Game is punching trees. ;-)
I think for Minetest Game text could be based on this: http://wiki.minetest.net/How_to_build_your_first_house
If Minetest Game would have a crafting guide, then the intro text could be very short,
everything which comes after tree punching and the first pickaxe can be mostly
inferred from the crafting guide then.
It would still not replace a full manual: Farming and the furnace might still need an explanation.
But it is definitely a start.
Link?Hades follows a very similar approach: At the beginning it shows a very short message in chat
telling you what to do first, and then telling you to continue survival with the crafting guide.
hajo wrote:For example, the mod TNG has new items, like bonemeal and feathers.
But there are no explanations in the download.
Wuzzy wrote:This problem would be only poorly solved by Book with Text
when you start to add more and more complex items. You'll run out of space ...
- Better to documentation to players for each mod more generally,
-Punch trees to get trees into inventory
-Put trees into crafting grid and get wood
-Put wood into crafting grid and get sticks
-Craft wooden pickaxe from wood and sticks
-Survive with the crafting guide
Wuzzy wrote:I have identified the problem of poor or missing mod documentation a long time ago.
sorcerykid wrote:I am in favour of universal help system along the lines of what Wuzzy is developing. From a game mechanics perspective, the player should not have to rely on an inventory item for guidance playing Minetest. That information should always be readily available, preferably via the player's inventory.
sorcerykid wrote:Perhaps the one exception to this principle would be obtaining and reading an instruction manual as part of some predefined mission objective,
Wuzzy wrote:I think the number one question players will repeatedly ask is: “WTF does THIS weird thing do?!”
;-)
Adds new Ore types.
Wuzzy wrote:- Better to documentation to players for each mod more generally,
You will probably be glad to hear that this is exactly what I am currently working on. I am working on a modpack called “Documentation System” (soon to be renamed to “Help”) to solve the problem of poor or inaccessible mod documentation once and for all.
It is still WIP but has come very far now.
If you like to check it out, grab it here:
viewtopic.php?f=9&t=15912&p=240152
Also download this if you use Minetest Game:
viewtopic.php?f=9&t=15224
Feedback about both mods will be very appreciated!
Wuzzy wrote:When I think about this, I think even the initial suggestion of a “starter text” in a book would be totally in the realm of my Documentation System. Technically, it is based on categories and entries and the “starter text” would then simply be implemented as a new entry. Then a simple special book item might be added to access this starter text and that would be it.
I just need to think of a way on how to add a clean support for this in my Documentation System. When I've got a good idea, I think I might make a proof-of-concept.
I think for Minetest Game a “starter text” could look like this:-Punch trees to get trees into inventory
-Put trees into crafting grid and get wood
-Put wood into crafting grid and get sticks
-Craft wooden pickaxe from wood and sticks
-Survive with the crafting guide
I bet you noticed the obvious problem here: Minetest Game has no freaking crafting guide! >_>
But I am sure you get the general idea and I hope this goes into the direction the first poster actually intended.
ExeterDad wrote:public server .. "book" in the inventory of the new players with rules, howto's...
My master plan is to adapt this mod to hopefully achive this.
sorcerykid wrote:How would a book be easier with large amounts of text? Don't books rely on standard formspecs?
I guess I still don't understand why a craftable item like a book should be required to view important documentation, rather than just making such information always available via a command or a button in the player's inventory viewer.
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