Closed n-hebert closed 2 months ago
Good idea on merging the tutorials into the scenarios, that seems like a really easy starting point!
One thing I liked from playing Against the Storm is that there was no choice - the first few games you play are simplified scenarios.
My one concern over totally gating players based on what they've played is that I don't want the game to require an account, so there should be some clear way to say "I've already done the intro scenarios, take me to the full game"
Against the Storm sounds like it has the exact idea I'm talking about :slightly_smiling_face:
I definitely agree that we should not gate players at all.
That's especially what I meant by can freely interact with the early or later levels as desired.
:wink:
Having a visual divider and not adding those sessions to any "%complete" value can make them entirely skippable. A toggle to hide those into a collapsible heading should neatly get them out of the way for "expert players". If the game grows to a point where they don't even want the header, we can have a second "dismiss" button that can hide it into the options
Closing, as I think https://github.com/toddmedema/electrify/pull/87 achieved this sufficiently for now
Task: Eliminate the "Learn to Play" and "New Game" distinction
These can take the form of a flat level list where the player can freely interact with the early or later levels as desired. The priority (first appearance) of the "Learn to Play" sections will drive players to interact with the tutorial levels first.
These can optionally be titled as "Special Scenario" or "Tutorial Scenarios" if appropriate, using a divider within the list for most visual appeal.
Quote from #45