Redux-Team / SM63Redux

Code base for Super Mario 63 Redux
https://sm63redux.com
Mozilla Public License 2.0
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Improve tutorial #80

Open GTcreyon opened 1 year ago

GTcreyon commented 1 year ago

Describe the feature you'd like Currently, the in-game tutorial is rather disjointed. It struggles to communicate basic mechanics such as backflips, and it introduces double-jumping after the first time it becomes relevant.

It might be beneficial to have short visual animations to demonstrate moves such as backflips, similar to those seen in Celeste's later chapters.

Do you intend to contribute this yourself? If so, how do you plan on doing it? Not imminently. This needs more discussion first.

RandomCatDude commented 1 year ago

I liked the OG game's signs that have images and animations to illustrate things, defs something worth expanding upon. Maybe non-disruptive (not pausing the game) popup overlays, showing the relevant tutorial animation/text?

Could be neat to also show the necessary keyboard inputs, but that's severely complicated by the rebindable controls...

jaschutte commented 1 year ago

I've also seen many people struggle with the complete basics, like jumping or reading signs. New players have no way to know how to read signs without either someone telling them or reading controls. Which is hidden behind the pause menu and you need to press another unkown key to open that.

Koopa1018 commented 1 year ago

I have some scattered thoughts:

GTcreyon commented 1 year ago

Re: gradual moveset mastery, should we even require double and triple jumps in t1? Probably yes, but it's worth considering.

I think we probably should, because the level layout specifically requires it. You can't get through the first room without either a double jump or a backflip, actually.

Koopa1018 commented 1 year ago

Well, yes, but. I meant, does the level layout need to require them? We could theoretically remove all the double jump cliffs and let the player get by with FLUDD and single jumps.

That's still could, not necessarily should, but

GTcreyon commented 1 year ago

Well, yes, but. I meant, does the level layout need to require them? We could theoretically remove all the double jump cliffs and let the player get by with FLUDD and single jumps.

I don't think we should be altering the basic layout of the level from OG 63.

Koopa1018 commented 1 year ago

That makes sense.

jaschutte commented 1 year ago

Re: gradual moveset mastery, should we even require double and triple jumps in t1? Probably yes, but it's worth considering.

I think we probably should, because the level layout specifically requires it. You can't get through the first room without either a double jump or a backflip, actually.

Then we should teach the double jump, a technique far easier to pull off and a lot more intuitive.

jaschutte commented 1 year ago

I also like what the original game did, automatically reading the sign at the start. This could be a toggle in settings so speedrunners could disable it, and the likeliness that a new player opens the settings and disables it is low.

Koopa1018 commented 1 year ago

The original game let you clear that cliff with only a single jump, though???