Closed nczempin closed 10 years ago
Right now my line of thinking is that we just have one big "campaign", which starts out with some levels with reduced elements (possible towers, possible enemies, etc.) and that gradually adds elements.
So it will be like a tutorial, but not explicitly declared as such.
Since we save campaign progress, once we've played a level, the player can re-play any level previously "unlocked".
Once we have that in place, I guess there should be a way to reset the campaign, so a new player can start from scratch.
And I guess once we do have a sizable number of actually-challenging levels after having introduced the different gameplay elements, it should optionally be possible to skip the tutorial part (otherwise it becomes annoying for those who already know how to play).
To get a first version of a tutorial campaign, I would need #107 and #63 to be implemented.
Much later we could have things like triggers, in which you could pause the game to point out various things, for example when you've just destroyed your first enemy. But I'll make a separate issue for "advanced tutorial".
advanced tutorial would be much later, issue #113
Ok, waves are implemented in aded3acd0aed7d415276e3af8a9aa0993b2248ba. The game is a little unbalanced now, though. Also, the next wave spawns immediately after the last creep of the old one is killed. The delay from the .ini files (maybe the same as the one at the start of each level) should be added in game.lua between line 291/292 and in map.lua at line 100/101. I don't have time for that right now, though. EDIT: Just realized that this message should have been posted in #63 :/
okay, I'll continue working on the branch/issue.
One correction: The delay before each wave could also be added inside spawnNext() instead of the two locations mentioned above, I think.
I think I'll want to tie it all in with issue #107
6 waves for our first tutorial:
not exactly the same waves as before, but what I have seems to work for now.
309a04ca87f980a41435d91c83aa4f6fbae78209
There should be a (skippable) tutorial, which gradually introduces the different gameplay elements