Tutorial redesign #23395
Labels
Info / User Interface
Game - player communication, menus, etc.
(P5 - Long-term)
Long-term WIP, may stay on the list for a while.
<Suggestion / Discussion>
Talk it out before implementing
The tutorial is pretty old and sadly also kinda broken. But I also think it has various design flaws.
I propose a complete redesign from scratch of the tutorial. Here are my ideas:
Technical basics
Room design and lessons
Overview
The idea of the lesson is to teach enough of the controls so the player can play. The tutorial should be mostly focused on the getting the controls right. The idea is to answer all questions of the type, “what do I have to press to do XYZ?”.
Thankfully, the item action menu allows it to access and see all possible actions with ease.
Also, basic concepts such as crafting should be shown explicitly.
Very advanced stuff such as mutations or CBMs might be left off entirely.
Tutorial should also be seen as a supplement to the basic in-game help.
Personal side node: The current help and tutorial isn't TOO bad. I used the old tutorial myself to learn the game. I was able to learn the game in a decent way, the only point in which I was completely stumped by the game vehicle usage/repair.
The house and lesson plan
The player spawns in a tutorial house, a fixed structure.
The tutorial should teach the player enough to understand the basic concepts and controls. It should NOT be required to expose all the things you could do, but it's important for the player what he/she must press to do XYZ (XYZ = attack, repair vehicle, build something, craft, etc.).
I initially made a floor and plan here: http://smf.cataclysmdda.com/index.php?topic=6238.0
I repeat the lesson plan here:
But to simplify this, maybe the tutorial could be divided in two parts.
Part 1: Basics. This includes stuff you frequently need to be able to play at all:
Part 2 should cover everything else.
But I no longer think this floorplan I have drawn neccessarily a good idea. There are too many branches, I now think the tutorial must be more linear, at least at the beginning. There MIGHT be branches for the more advanced stuff (such as repairing vehicles), but this should be used sparingly.
The design of the first rooms is the most important so the player knows how to get around and examine the world.
Messaging
This is important to get right. Current tutorial's messaging system is completely wrong because critical messages disappear forever. Player must be able to re-read everything, especially at the beginning.
My idea is to use terminals to store most tutorial texts, so they can be re-read at any time.
The only exception should be the beginning of the tutorial. Here a few initial windows are still needed to show the movement and examine controls.
Notes
This design is not final. It's just a rough outine. Feel free to make suggestions.
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