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Re: [glob2-devel] Re: New tutorial so wonderfull!


From: Kieran P
Subject: Re: [glob2-devel] Re: New tutorial so wonderfull!
Date: Sat, 4 Mar 2006 15:53:07 +1300

Well, there are several parts in the game you could use to explain at minimum the pause key. As for using campaings, it doesn't really have a place there. A new screen, once you hit tutorials, with a list of tutorials to run (such as the campaigns screen atm) would be a good idea. You could go more indeth about say the flags and area page on one, and strategies on another. Or theres the last resort. At the end of the game say something like "clicking ok will load the next tutorial if you wish to play it", in your current tutorial, add to next map tab  tutorial2.map, then make another map as you would normally, with a campaign screen (like the joey missions to basicly). IMO, if not all in one tutorial, several tutorials should explain all features of the game. It should give them an experienced knowledge of how the game runs.

Reading user interface ideals has taught me several things, one of
which is: don't overwhelm the user with information. Sure, I could
teach them every blip and every bleep. Sure, I could tell them every
single little thing possible in the game. But for what reason? Their
likely to exit the tutorial prematurely, go off to do something else,
come back and have forgotten everything, and the tutorial will be
whampering on like their now professionals on the subject.

No.. wrong thing to do. I must say, andrew seems to understand
usability very well, and I'm certainly taking his advice when
possible, devide the tutorial into a campaign, and don't expect the
user to know everything or want to know everything. They want to play
the game, not spend 4 hours learning how to.

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