Advertisement
LJLim

Tutorial stuff

Dec 25th, 2016
872
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.84 KB | None | 0 0
  1. [09:52] KingRaptor: on your tutorial feedback: okay, I take it KISS is the order of the day
  2. [09:52] KingRaptor: only teach the one best way to do any given task, anything else goes into separate documentation
  3. [09:52] KingRaptor: and break up more complex tasks like placing buildings
  4. [09:52] KingRaptor: that about it?
  5. [09:53] GoogleFrog: my approach is to make the player do things so they learn what the things are and remember by doing
  6. [09:54] GoogleFrog: it would be somewhat ok to just give the player a dry list of inputs to do
  7. [09:54] GoogleFrog: that would be boring though
  8. [09:54] GoogleFrog: and not that effective
  9. [09:54] GoogleFrog: so I'd put a sentence before the bare list of inputs and then some explaination after
  10. [09:55] GoogleFrog: it's overwhelming when you tell them several ways to do a thing and let them pick the way they want to do it
  11. [09:55] KingRaptor: "Right click on the target to attack it." "Other ways of doing this: <list>"
  12. [09:56] KingRaptor: or probably just omit the second paragraph there
  13. [09:56] KingRaptor: they'll probably discover those other ways in time on their own
  14. [09:56] Test1234: there are a lot of empty "good word" messages
  15. [09:56] Test1234: these messages are good
  16. [09:56] Test1234: they allow users some rest time
  17. [09:56] Test1234: but you could put the extra information here
  18. [09:56] Test1234: after they do the thing and know what it is
  19. [09:57] Test1234: I recently played the offworld trading company tutorial, it was decent
  20. [09:57] Test1234: screen 1 is similar to what they had but they used less text and more dotpoints
  21. [09:57] Test1234: and there was a picture of the scrollwheel
  22. [09:58] Test1234: it also didn't advance you until you had done something with the cmaera
  23. [09:59] Test1234: hmm I misremembered
  24. [09:59] KingRaptor: I do use the downtime messages for some extra info
  25. [09:59] KingRaptor: you complained about the Shift, Ctrl, Alt and Space + Click one though
  26. [09:59] KingRaptor: (suggestions on that one?)
  27. [10:02] Test1234: http://i.imgur.com/1VSzmba.jpg
  28. [10:02] Test1234: this is a few screens in
  29. [10:02] Test1234: its not great
  30. [10:02] Test1234: but the dotpoints help
  31. [10:03] Test1234: this is actually a confusing part of the tutorial though
  32. [10:03] Test1234: it wants you to select the two little structures on the left and place them on the coloured hexagons
  33. [10:03] Test1234: as per the tickboxes in the upper right
  34. [10:04] Test1234: I think the tutorial is too polite
  35. [10:04] Test1234: tell people to do things
  36. [10:04] Test1234: they learn a thing if they perform the actions and see the outcome
  37. [10:04] Test1234: even if its not entirely clear why or what is the best way to do so from the offset
  38. [10:04] Test1234: onsert
  39. [10:07] KingRaptor: I'll do that for the radar/FoW part at least
  40. [10:07] KingRaptor: which I had a way to enforce line move
  41. [10:07] KingRaptor: *wish
  42. [10:07] Test1234: you can check it in the widget
  43. [10:07] Test1234: with some hax
  44. [10:08] Test1234: ok first thing
  45. [10:08] Test1234: screens 1 to 3
  46. [10:08] Test1234: what are you detecting as the victory condition of screen 2? finding the radar
  47. [10:08] Test1234: why isn't that the victory condition of the camera moving screen?
  48. [10:10] KingRaptor: I wanted the player to have some room to mess around with the camera first before they tried looking for something specific
  49. [10:10] Test1234: the hints are gone though
  50. [10:11] KingRaptor: (also because things like TAB view might mess it up, but I really ought to just fix the mission code)
  51. [10:11] Test1234: is the detection just whether the unit is on the screen?
  52. [10:11] KingRaptor: currently yeah
  53. [10:13] Test1234: do 3 checks
  54. [10:13] Test1234: is on screen
  55. [10:13] Test1234: camera height is sufficiently low
  56. [10:13] Test1234: a GetUnitsInCylinder around the raytrace from the center of the screen
  57. [10:22] Test1234: why do you use markers?
  58. [10:22] Test1234: the widget which points to markers would be much better to use by itself
  59. [10:32] Test1234: KingRaptor the attack section of the tutorial is a problem
  60. [10:33] Test1234: http://pastebin.com/4rjWa3Rf
  61. [10:34] Test1234: I'm not even sure that attack is important
  62. [10:34] Test1234: is it really a thing people need to know?
  63. [10:34] Test1234: I barely give attack orders
  64. [10:34] Test1234: attack orders are physically hard to give on moving enemy units
  65. [10:34] Test1234: attack orders cause stupid behaviour like artillery moving into range because it can't get a clear shot
  66. [10:35] Test1234: and cause your units to clump
  67. [10:35] KingRaptor: well it's needed when you want to focus down a specific target, but yeah
  68. [10:35] Test1234: it is awful to get an army and tell them to attack a unit. The army will all clump trying to get to the unit and only the front ones will shoot. The units behind will push everything forwards
  69. [10:36] KingRaptor: that bit mostly exists as a mechanics introduction
  70. [10:36] Test1234: its just a bad idea though
  71. [10:36] Test1234: and setting your comm to hold fire is really artificial
  72. [10:37] Test1234: if you want to teach force fire then a less arbitrary way is to make them produce a minefield with a wolverine
  73. [10:37] Test1234: so I have rewrites of screens
  74. [10:37] Test1234: http://pastebin.com/4rjWa3Rf
  75. [10:37] Test1234: there is too much random junk around
  76. [10:37] Test1234: give LOS with a completely invisible fake unit
  77. [10:37] Test1234: put markers down in the middle of nowhere
  78. [10:38] Test1234: I think the natural progression for Screen 9 (new numbering) is to go into line move
  79. [10:38] KingRaptor: are there actually any markers in the middle of nowhere?
  80. [10:38] Test1234: no
  81. [10:38] Test1234: you should put them there
  82. [10:38] Test1234: why is there a windgen?
  83. [10:39] KingRaptor: I figure it creates an obvious positional indicator for the move destination
  84. [10:39] Test1234: a flashing crosshair thing is more obvious
  85. [10:40] Test1234: the screen already has a bunch of random units on it
  86. [10:40] Test1234: random units appear too often
  87. [10:41] Test1234: there should be some progression
  88. [10:41] Test1234: to guide attention
  89. [10:41] Test1234: when you move your commander to the location have some new units be at the local
  90. [10:41] Test1234: location
  91. [10:41] Test1234: they could even have existed and been visibly inactive
  92. [10:42] Test1234: like a blue unit but with no LOS
  93. [10:42] Test1234: why is there a lotus and two storages?
  94. [10:43] KingRaptor: partly as decoration (okay, okay, I know) and partly to allow testing of multi-select options like box select
  95. [10:44] KingRaptor: for the move destination I can draw a stippled GL ring on the ground + a ghost unit of the comm
  96. [10:44] Test1234: not that
  97. [10:44] Test1234: it shuld be consistent
  98. [10:45] Test1234: what is wrong with the marker widget?
  99. [10:45] Test1234: make the marker widget respond to WG.AddMarker
  100. [10:45] Test1234: make it take a text argument and draw its own text if present
  101. [10:46] Test1234: it already deals with being off the screen
  102. [10:46] Test1234: and would look consistent
  103. [10:47] KingRaptor: don't use engine markers?
  104. [10:47] KingRaptor: I suppose widget marker is easier to clean up when it's no longer needed
  105. [10:47] Test1234: don't use engine markers
  106. [10:49] Test1234: I think that if a unit is possibly visible to a player then it should either be relevant to what they are doing now or have been clearly relevant to a past objective
  107. [10:50] Test1234: and the active area should not randomly move around the map
  108. [10:51] Test1234: I'd start with a single unit on the map and have the player not looking at it, or perhaps looking off to the side
  109. [10:51] Test1234: tell them to look at that unit
  110. [10:51] Test1234: then tell them to select that unit
  111. [10:52] Test1234: selecting that unit increases the units LOS and 'reveals' more units around it, a commander and a few random structures
  112. [10:52] Test1234: tell them to select the commander
  113. [10:52] Test1234: then tell them how they can select lots of stuff in many ways
  114. [10:52] Test1234: when they continue tell them to select their commander and move to the right, there is a little LOS around the right
  115. [10:52] Test1234: as you get closer you see some neutral units. reaching the location puts them under you control
  116. [10:53] Test1234: then tell them about line move and do some fancy stipple-on-the-map with <click here> <drag mouse> <release here> on the map
  117. [10:54] Test1234: then have some sort of detection of those units being vaugly along that line
  118. [10:54] Test1234: people don't have to actually complete your ideal objective. They need to be told to stop and do something though
  119. [10:54] Test1234: the victory condition could probably be "wait 5 seconds after the user gives all units a move command"
  120. [10:54] Test1234: or even just one unit
  121. [10:54] Test1234: but you can do better than that
  122. [10:55] Test1234: so now they have some units vaugely in a line. That movement revealed and enemy. Tell them about left clicking to attack it
  123. [10:56] Test1234: that movement found a bunch of enemies. Have them give a fight move to clean up the enemies with their small army
  124. [10:56] Test1234: note about fight and line move perhaps
  125. [10:56] Test1234: there is a bit of a story to this structure which guides people into what they should focus on
  126. [10:57] Test1234: now we have a new act. The bit where the commander goes off and makes a base
  127. [10:58] Test1234: except that the commander is a screen away because its busy reclaiming the wrecks from the attack that happened two objectives ago
  128. [10:59] Test1234: idk if you should even have a commander
  129. [11:00] Test1234: maybe the units found should be on the other side of a ravine
  130. [11:00] Test1234: so they are visually related to the single-move order but it is clear the commander is not going with them
  131. [11:00] Test1234: then once they do their battling go back to the commander
  132. [11:02] Test1234: nah
  133. [11:02] Test1234: that is probably it
  134. [11:02] Test1234: economy would be another act in the whole story
  135. [11:03] Test1234: and it is nice to end the story with a small army attack moving through some enemy base
  136. [11:03] Test1234: finish it there
  137. [11:03] Test1234: base building is another tutorial
  138. [11:06] Test1234: mex, what it does
  139. [11:06] Test1234: solar, what it does
  140. [11:06] Test1234: how to build a solar (with a short flavour/general use as to why you want them)
  141. [11:06] Test1234: a sentence only
  142. [11:06] Test1234: everything is a setence only
  143. [11:08] Test1234: since we have a dedicated tutorial for econ it can include both reclaim and repair
  144. [11:09] Test1234: so story.... perhaps you have a commander and a mex
  145. [11:12] KingRaptor: where does LOS explanation go?
  146. [11:12] Test1234: its not really important
  147. [11:12] KingRaptor: it could be a scene in economy tutorial where the con builds a radar and sees stuff with it
  148. [11:12] Test1234: how important is it that people learn about LOS compared to how easy it is to pick up?
  149. [11:13] Test1234: the tutorial has things appearing when they enter LOS throughout it
  150. [11:13] Test1234: players can watch the circle move
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement