FAQ  •  Register  •  Login

I don't like tutorials

<<

tazinator

Posts: 351

Joined: Fri Jul 05, 2013 7:35 pm

Post Sun Apr 06, 2014 12:21 am

I don't like tutorials

Bitfighter is an arcade game, needs gameplay quickly accessible. Certain things are explained by Inline help, but I find inline help an inefficient solution, because it breaks immersion. (this isn't Civilization)

I would suggest a demos mode at the title screen itself. a recorded game specifically tailored to show players cool stuff they can do. Lots of games do this :)

I'm trying to make a list of stuff to put in, I wouldn't want any demo to last more than 20 seconds.

Demo 1: Loadout Bitmatch! with seeker
Start a player newly spawned with the standard loadout. He waits a few seconds for the spawn shield to run out, and then zoom! Now bringing up the loadout menu. (show the loadout slow) Have about 10 seconds of standard loadout combat. the player finally reaches the loadout zone, and (yeah!) firing that Seeker weapon. but the other guy knows how to shield, and it hits him instead :)

This will make every new player who sees the demo aware that hey, customize ships. better than a tutorial and more immersive too - it's watching actual gameplay from somebody


Demo 2: Rabbit/super-turbo
Our player grabs the carrot in a FFA rabbit game! He strikes a kill.. starts running.. gets health, they will notice.. uses super turbo to get away. oh no, a forcefield! Shoot the TRIANGLE! the other player catches up! *explosion*

introduces rabbit, super turbo, forcefield health

Demo 3: Engineer/teleporter/forcefield
Our rising star brings up the loadout menu, He selects engineer. He finds a resource item. He makes a teleport, one on each side of a forcefield. he is about to go in.. but he gets zapped, and then the enemy to add insult to injury goes in himself :)

intro: engineer, teleport, mysterious turret and forcefield
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
<<

Skybax

User avatar

Posts: 1032

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Sun Apr 06, 2014 12:37 am

Re: I don't like tutorials

Since Bitfighter is so fast-paced, I doubt a video would provide much learning experience, especially since they wouldn't even know what keys were being pressed unless someone voice-acted in the video to explain what's going on. I would much rather read some quick sentences about what does what than sit through a video. I hate games with video tutorials.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

tazinator

Posts: 351

Joined: Fri Jul 05, 2013 7:35 pm

Post Sun Apr 06, 2014 12:47 am

Re: I don't like tutorials

it's NOT a video tutorial. It's a demo like the old arcade games used to have. I think Galaga had that!
The purpose of the demo is to show you what you can do in the game. It is NOT to handhold, only to get the player excited and show him how to play the game. Have him be active even as an observer - it works for Wii sports.


you have a point about keys being pressed. But as is now (many people will skip tutorials) there is no incentive to see these things that the keys make happen until you see the game.
Show the game first.


Late edit: I kind of feel bad about this topic now because I did not do it well. I'll fix it up a little
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
<<

watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Mon Apr 07, 2014 5:53 am

Re: I don't like tutorials

We had a proposal a while back to do just this... unfortunately, the dev who was motivated left before the work was complete, and we never saw it.

The main problem I see is that there isn't tons of room on the main screen. We could push the main menu to the side to make a little more, but still, there isn't much.

But, generally speaking, I like the idea. It's the implementation details where I get stuck.
<<

Nothing_Much

Posts: 46

Joined: Tue Jan 29, 2013 10:10 pm

Post Fri May 16, 2014 1:36 pm

Re: I don't like tutorials

watusimoto wrote:We had a proposal a while back to do just this... unfortunately, the dev who was motivated left before the work was complete, and we never saw it.

The main problem I see is that there isn't tons of room on the main screen. We could push the main menu to the side to make a little more, but still, there isn't much.

But, generally speaking, I like the idea. It's the implementation details where I get stuck.


Take a recording and play it after idling in the main menu section, flashing the word "DEMO" with no sounds except the main menu music. Or have the PC play a simple map. To cancel, you click once to indicate whether you want to exit the demo or not, before 2 seconds you hit it a second time to exit the demo.
<<

Fordcars

User avatar

Posts: 1014

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Fri May 16, 2014 2:20 pm

Re: I don't like tutorials

Nothing_Much wrote:Take a recording and play it after idling in the main menu section, flashing the word "DEMO" with no sounds except the main menu music. Or have the PC play a simple map. To cancel, you click once to indicate whether you want to exit the demo or not, before 2 seconds you hit it a second time to exit the demo.


Bingo
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
<<

Sundown

User avatar

Posts: 3

Joined: Sat Sep 28, 2013 8:03 am

Location: United States

Post Fri May 16, 2014 5:24 pm

Re: I don't like tutorials

watusimoto wrote:The main problem I see is that there isn't tons of room on the main screen. We could push the main menu to the side to make a little more, but still, there isn't much.


One of two things I'm thinking of right now:

1. Make the main menu transparent. The game in the background will silence when opening submenus.

2. Make it work like those opening cutscenes in AAA games. When the player idles for a time, the main menu disappears and switches to a bit of gameplay.
<<

watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Mon May 19, 2014 7:45 am

Re: I don't like tutorials

Or maybe follow the lead of arcade games that cycle through a series of screens/demos while waiting for your precious quarter.

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron