Plan of Attack
I am currently working on getting this article cleaned up a bit. In the long term, I think it would be nice if this article ended up looking a lot more like the Quickstart Guide written by Rutger. To that end, I propose the following organizational structure (after the "Creating a Prison" section):
- Main Interface (give a brief overview of the HUD elements visible on the screen with some description of what they do; ideally this should duplicate a bit of some other pages, such as Materials, but without going into the same level of detail)
- Todo, status (clock, regime block, cashflow, etc), and time controls
- "Blue" buttons (foundations and rooms need special attention because they are sometime difficult for new players---details about specific rooms should be handled below)
- "Red" buttons (shakedown, lockup, bangup)
- Reports Menu (each tab should be explained)
- Construction (have the player actually build along with the tutorial---I think that the following build order should be doable)
- Planning Tool
- Administration: Offices (get research off the ground; place some objects)
- Holding Cell
- Canteen and Kitchen (feed the prisoners)
- Shower, Yard, Common Room (take care of some needs)
- Cellblock (Cells and Solitary Cells)
- Classrooms (educate and reform those prisoners!)
- Workshop, Cleaning Cupboard, Laundry (put the prisoners to work)
- Visitation, Infirmary, Morgue (less tangible benefits)
- Everything else (because I can't remember what else needs to be covered off the top of my head)
- Tips and Tricks
In every section it is key to provide lots of screenshots. I think that it would also be slick if all of the screenshots came from a single prison, so that the reader can see how things fit together, though this would require either a great deal of patience on the part of a single editor or a shared prison. I suggest that the guide get written, then someone play according to the guide to get the screenshots. Peronally I will focus on cobbling together a guide, then worry about screenshots.
Are there any thoughts or suggestions about this plan? Does it seem reasonable? Anyone want to help?
I'm not sure what the end goal is here, or what it should be. The guide by Rutger on page you linked is called "The Ultimate Guide to Prison Architect", whereas Askiba was originally going for "a quick and dirty 'make a working prison' thing".
I personally think there should be a Quick Start guide with just enough info to help players making a basic working prison, and maybe also a full tutorial, showing the more advanced functions/going into more detail. The problem is, an ultimate guide is basically all the info from the entire wiki, and that's excessive.
For the moment, since I am brand new here, I'm just reading through, and fixing things up as I notice them, such as typos and outdated info. Anything I do on this page will be geared towards more of a quick start guide, since I came to this page to learn the basics, and I assume other newbies would as well.
I've added some more detail and cleaned up some of the sections, while retaining the basic goal of conveying needed information. I noticed Askiba's desire to change the organization, but since he hasn't gone ahead with it I thought I'd try my hand at it.
If you have any suggestions leave them on my talk page!
The Scope of the Guide
Hi everyone, Askiba here. I figured I would throw this guide together because when I started playing the game I was a bit lost, especially on stuff like grants. The wiki will need a guide like this so let's put it together. I don't have an amazing eye for organization, if you can't tell- but I feel like the elements we've put in so far basically belong there. Some things should be copied and added to their own pages (like rooms perhaps), but overall it should be a quick and dirty "make a working prison" thing. Askiba (talk) 01:40, 27 September 2012 (UTC)
Hey all. Thinking about rejiggering the guide to be a more literal step by step thing. How I'll change the guide soon/keep it the same:
- Understanding the interface
- Your staff
- What to build
- Creating your first prison
- Creating your first building
- Your first room
- Your first object
I don't know if we really need to keep the plural links and redirect them (though I guess the redirects don't hurt, anyway). Mainly because the result (at least for me) looks the same, with the link blue-ness continuing to the end of the word. Compare Guards and Guards. Both look the same, but IMO the first links to a more natural location. Magos (talk) 03:09, 27 September 2012 (UTC)
Ah, I see. Sorry, chalk that up to inexperience. I'll keep my hands off that from now on. It'll be easier for people to link it naturally as they type though, so I don't adding redirects should clutter up too much. Askiba (talk) 03:25, 27 September 2012 (UTC)
As the links tend to be blue it's very hard to read the ones on the dark blue background. We should either alter the background, in which case it won't match the one ingame, or the colour of the text, which is beyond my wiki skills? Unless someone has a better idea? --Shades (talk) 08:37, 27 September 2012 (UTC)
States on this page that all rooms are designated as indoors only (apart from the yard). Is this true? I know for sure I've built showers and stores outside, not sure about any other rooms. --Agun (talk) 14:39, 27 September 2012 (UTC)
You could, but I'm planning to rehaul this page (seeing as it's mostly my writing at the moment, I feel like it needs an overhaul) so I would hold off for a little bit. Askiba (talk) 16:56, 30 September 2012 (UTC)
scheduled shower time
the shower section says “It’s best not to schedule a specific shower time and allow the prisoners to shower whenever they want to during free time,” which no longer seems to be a good idea as of alpha 9 since my prisoners would only change their clothes after a scheduled shower.
About the admin staff...
In the section describing administators/staff, it fails to mention that the psychologist's office needs to be accessible by prisoners to use the behavioral therapy program (which could be useful) and the foreman should be able to access the workshop areas for the Workshop Safety and Carpentry programs. Conversely, I can't seem to find any reason to not file the Warden, Accountant and Chief off in an outbuilding in the corner somewhere the prisoners can never get to short of total escape (in which case they're probably heading for the edge of the map rather than plotting to murder my most valuable employees.) This approach might be useful, at least for newbs like me who are likely to have major problems while they learn the system, since there's no way most of the (relatively expensive) admin staff will get shanked when you're not looking. (I'd add this info myself, but I'm not entirely certain it's correct, since I definitely don't know the ins-and-outs of the game as yet.