Mooses2k / SecretHistories

First-person stealth/combat roguelite
Other
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tutorial and help system #54

Open Mooses2k opened 3 years ago

Mooses2k commented 3 years ago

INITIAL FIRST-RUN FIRST-LEVEL

Some more targeted notes for the immediate need for the demo. Make first load turn DLvl 1 into a prebuilt tutorial level forcing you to prove you know the basic systems:

TAUGHT WHEN CIRCUMSTANCES OCCUR LATER

FOR FEATURES NOT YET MADE

NOTES

auto popup things F1 to read, maybe, and go to journal?

teach player

teach player using the world, not popups

tutorial adaptive help or tutorial mission & help system (just documentation maybe as part of a basic journal system)

initial stages of game will be tutorial and low-pressure, no time-limit and will have opportunities to teach basics. Area context-aware corner of screen notices of what to do, what keys. They should go away on their own if player leaves or gets past area. Only should appear first time through and game should ask first play if want tutorial messages.

Lecture hall - basic movement and interaction, conversation? Train station - inventory/equipment, looting containers, conversation? Train - armor, infiltration, conversation Forest - orientation, cautious pace, have a place to practice reloading and firing, melee Graveyard & church - carried light-sources and lighting candles etc in the environment, moving heavy objects Crypts starts the game proper

Inv and offhand is probably most necessary to teach Melee too Gun advanced reloading too

turn on/off tutorial messages, and reset ones seen in options

many of my tutorials can be inbetween playthroughs (to not overload player at start) game tries to guess who the player died and there's a segment at the beginning teaching that melee stealth deception imposter resource management conversation consumables encumbrance doors light an 'easy mode' could be a stripped back game with fewer systems to worry about don't tell them what to do, just give them the objective and light guidance

tutorial bird: Crow talking funny tts old game for tutorial bird (Sinister Names)

Maybe SCP narrative layer intro is playable tutorial?

RESET TUTORIALS button in settings

What do we learn from some big game tuts?

OLD IDEA Opening mission is tutorial survival and reach surface, is not meant to be won, but could be with excellent play on subsequent tries. Or perhaps is foreshadowing and ends with a portcullis dropping or dangerous enemy appearing, screen cuts, then time rolled back to earlier and main game begins. Could also be a dream, hackneyed as that is. Dream of being trapped underground and wanting to escape. fails the start and end in the same place preference starts in media res for low attention span ppl could be flashbacks while on the train ride?

important to test the skill as a gate to proceeding to ensure its learned

Text motes in world like up_stairs ones are probably not as good as a canvas UI note on the top of the screen saying what to do next. Better still would be a decal or something very visible on a nearby surface showing the key to press (like the game Clockwise)

F1 like in desktop apps to overlay some basic help stuff and keys

Mooses2k commented 1 year ago

added an F1 help screen upon entering game showing main keybinds