Well in my opinion and taking the risk of sounding like a marketing guy or an Information Systems CEO, we should focus our efforts for tutorials in two main directions: The engine beginner who wants to make something big, flashy and quick and the 'regular user' who wants to know why he should bother using this engine.
About the beginner, he'll want, like zoran said, to make some kind of small game using the engine. He'll also want to know what he can gain by betting on learning nGene instead of Ogre or Irrlicht, so a quick setup wizard and tutorials to correctly setup and start a small game is where I think that we should focus ( that's one of the reasons why I'm betting on making a quick startup kit).
The 'regular user' will want to see flashy new "hyper like OMG CryEngine/UE3 features" explained in the tutorials, so in this case we have to follow the computer graphics/gamedev trends: SSAO( already done), Global Ilumination aproximations, dynamic shadows, procedural content, etc...
> By the way, I share the same opinion as Zoran about the awesome tutorials
> that you've already done Wojtek.
>
Thanks.
> One thing struck my mind while I was sleeping, maybe you could make a
> "How
> to make this awesome island like crysis" tutorial/video/article so in
> that
> way you didn't have to create new samples but instead you could use the
> official tech demo code and only had to make the tutorial itself.
>
Well, that's a brilliant idea.
> In the end, everyone has a "Crysis" like island created and you have less
> work cause the sample is already created.
Right :) I'm coming back to work (after spending a few last days on
pattern recognition stuff) so I'll try to create some draft this week.
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