nczempin / Turres-Monacorum

scifi tower defense made with löve2d and lua
http://nczempin.github.io/Turres-Monacorum/
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Tutorial level(s) #84

Closed nczempin closed 10 years ago

nczempin commented 10 years ago

There should be a (skippable) tutorial, which gradually introduces the different gameplay elements

nczempin commented 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).

nczempin commented 10 years ago

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".

nczempin commented 10 years ago

advanced tutorial would be much later, issue #113

Supersonic112 commented 10 years ago

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 :/

nczempin commented 10 years ago

okay, I'll continue working on the branch/issue.

Supersonic112 commented 10 years ago

One correction: The delay before each wave could also be added inside spawnNext() instead of the two locations mentioned above, I think.

nczempin commented 10 years ago

I think I'll want to tie it all in with issue #107

nczempin commented 10 years ago

6 waves for our first tutorial:

  1. the player is helplessly [0 mass available] watching 1 creep going into the base, damaging it.
  2. the base gets repaired slightly, the player gets 10 mass. he should only be able to build one laser tower [I will make the mass tower cost 15 as a workaround, until we can disable building specific tower types]. This time, the 1 creep will be damaged upon spawning, so that a reasonably well-placed laser tower should finish it off.
  3. more of the big slow creeps, more mass available, the lesson should be that you'll run out of energy eventually [so ideally I'd want to disallow building mass towers]
  4. make the energy tower available and learn how it replenishes player energy. [I think in general I want a hit on the base to cost the player some energy too, but that's for a different issue]
  5. learn about mass tower, which could also be used to repair the based. We could also limit it to the amount of biomass collected from the creeps, as well as some other figure.
  6. show the second type of alien, spawning from a different point, let the player use everything at his disposal.
nczempin commented 10 years ago

not exactly the same waves as before, but what I have seems to work for now.

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