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Mention buttons in tutorial #653

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pirate486743186 opened this issue May 11, 2019 · 3 comments
Open

Mention buttons in tutorial #653

pirate486743186 opened this issue May 11, 2019 · 3 comments
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@pirate486743186
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that there's a button to run, is a bit unusual, it took me a while to figure out what i was supposed to do in the tutorial.

It would be ,nice, if the text of the tutorial, mentioned the buttons you have to press. The buttons as configured.

@Quintus
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Quintus commented May 11, 2019

Good idea.

The buttons as configured.

That's not straightforward. There's currently no form of templating system available for the message boxes used in levels. Easiest way to allow this would probably to be to expose the configured buttons via the scripting API and then use a level script to show the messages as they can then be constructed at runtime.

@Quintus Quintus changed the title [feature]mention buttons in tutorial Mention buttons in tutorial May 11, 2019
@datahead8888
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datahead8888 commented May 11, 2019

Listing the buttons in text makes sense as a supplementary explanation. We might think what we can do to force or highly encourage the player to run in the first level. Many people don't read any text at all (at least not for how to use the controls) and just press random buttons, experiment, and imitate enemies. Teaching by immersion is always the best where possible. It's irritating as a game designer, but I've seen this in play testing.

We're a lot like Mario games, though, so by using a similar control scheme a lot of players will pick up on it on their own, too.

We also might consider making the first level of the game into the tutorial, at least in the rewrite. Many players will just skip the tutorial if it must be chosen explicitly. They'll then complain that we don't have instructions.

@refi64
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refi64 commented May 12, 2019

FWIW Kirby games usually do this by having interactive signs that play as you walk by them, and each move it shows will be followed by an actual moment where you perform said move.

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