Open Fohlen opened 8 years ago
There is actually a draft of the story that we didn't release, which also clearify's our release name choosing but it's something we should deffer until we have proper Tree-Scripting and HTML5/CEF
I would even wait till we have the particle system done. This introduction map should make use of all features possible, since it's the first impression.
Well, we could need some more sound tracks for sure.
It shouldn't contain any kind of lyrics and it should be something in the kind of music/clearside
.
I'd take the user through several aspects of the (new) editing experience
I think it is a great idea to start early on with UX stuff like this. However, I'm not sure if we offer the amount of content yet as most of the features are developer specific. We should compile a list of notable changes to the core gameplay AND/OR create a complete new onboarding process for complete new gamers/mappers.
A couple of years ago, I wrote together a level design guide for cube2 that covers many aspects for learning how to do level design.
What we need to know
Just my two cents: Important is to encourage the novice. They should not be overwhelmed or feeling incapable to achieve sth.
It could be a possibility to steer the novice to training offline first. Alternatives are possible too, though. I.e. the actual problem might be that they want to train alone since they feel they are not good enough to play with others. We absolutely need to avoid to make the impression that it is necessary to "become acceptable good" until you are allowed to play with others. This would have a negative impact on the community feeling I fear. Imo we should try to promote not too hide when you are not good, but to establish an atmosphere where it is okay to suck sometimes. Not too sure how to do that as yet though.
From @Croydon on July 17, 2015 20:37
From @IAmNotHanni in code/#75:
Copied from original issue: inexor-game/data#18