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#21 | |
Jack Burton
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#22 |
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Side note: If you want, you can replace the Editor hlp file with a chm file. HTML Help Workshop is freeware and works much like the Help Compiler for hlp files. (You can also decompile the chm files.)
Add a note about the Log Event Text, if it is opened in Crimson Editor it will reload every time it is generated, every time that you choose this option. |
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#23 | |
Jack Burton
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But, we were using Cheetah, a freeware help file creator that uses RTF and CHM formats. It's quite a nice little utility. ![]() As for the way that the Log Event Text reacts, I think this is pretty standard. I use EditPad Lite and all .txt files open in it reload if changed by an outside source. |
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#24 |
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Add a note to the relevant part of the help file about the reload property of text editors. If Dungeon Crawl becomes popular, new users of it may not know anything about computer programming, may not know what a text editor is.
You could also add a help file for the game only, this would require a new command in the menu. If you are having issues with help files, see this page from the Microsoft Knowledge Base: http://support.microsoft.com/kb/917607 |
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#25 | |||
Jack Burton
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I also think that if a user does not know what a text editor is, they will not have one open to examine the file mentioned and thus the point is moot. ![]() Quote:
As for adding a command to call the help file while in-game, I don't believe we are planning on going down that route. It's not the industry standard in gaming and certainly wasn't used in GoldBox games or in FRUA. It will be provided as an additional files or files (if in HTML) for the player to view and print out if she wants. Quote:
However, I certainly do appreciate the thought and effort you've put into finding a possible solution. I believe that moving away from the HLP format will allow more people to assist with the Help documentation and without the need for learning to use new software and new mark-up codes. |
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#26 | |
Symbol of Cyric
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Would it not be possible to add a kind of help/introduction to DC in the camp event? It is only an idea, and I myself am not clear if I like it or not. What do you think?
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#27 | |
Jack Burton
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Now, if a designer wants to add help to her game, she can do that with DC tools already available. ![]() Feel free to add this to the Feature Request tracker. It won't be available before version 1.0. It will also have to be something that is optional, as not all designers will want to use this feature. There is another question to be considered as well. Do we need to provide a common or standard name for Help that will call any file by that name? It seems to me that individual designers may want to change Help to fit their design, especially if they've modified things (like me). |
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#28 |
Symbol of Cyric
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The introductory events (a kind of in-game tutorial) will probably be my way to go for "Helmetlands". For "Friedrich's Quest", I have just written a small textfile...
I myself am (as written) not sure whether or not an additional "help" menu in-game would be useful, I only wanted to throw in the idea. Let's see what others comment...
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#29 |
Jack Burton
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I would love to hear what others think as well.
I would also like it if someone could post some names of games with in-game help. I ca't think of any outside of a Linux solitaire game (PySol) that I use. It seems to pull something like this off, DC would need to be running in a window with an additional menu at the top (like a solitaire game). I would think if help were going to be added to the game, it makes the most sense to do it at the very first menu - the 'add character/create character/load saved game/exit' menu. It seems that any later in the process and the player must already know enough to be able to play the game. |
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#30 |
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Games with in-game help:
Older Spiderweb Software games had a conventional Windows-style set of menus, the Help file could be accessed from the Help menu. Newer Spiderweb Software games have a toolbar at the bottom of the screen, where you can find a '?' button to access special in-game help notes. The main help file is still accessed outside of the game. Temple of Elemental Evil had an in-game help notes feature. Black Isle games seem not to, they had pop-up tool tips though. Gold Box and FRUA would have had little spare disk space for a proper help file? DC in-game help can be quickly whipped up borrowing the text from the FRUA manual. Edit: I made a RTF copy of the FRUA manual, this should be quick. In-game help will be badly needed for the custom parts of any design, custom spells especially. Players will need a coherent guide to what they do. Last edited by Shadow Stranger; 11-28-2009 at 09:36 PM. |
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