Thursday, 24 October 2013

Tutorial design


For my tutorial I want it to be both quick and interesting, I've always hated those tutorial that force you to wait through certain talks or making you read everything on a single screen or level. Hopefully my tutorial should allow the user to easily jump through it if they know the game or can easily work out what to do while still showing them stuff they need to remember for the game later on.

Main design:

I hope this level shows the basics of the game as it forces the player to first walk, use the jump and then double jump, and displays how wall jumping can be used in a very simple way.
The final block of this area should hopefully show how the level can be changed to force the player to react, I want it to display the forced moving camera as well as let the player meet an enemy for the first time, this is shown by the change in background colour, this will hopefully explain to the player that different rooms will have different camera focuses.

As well as how the level is designed i hope to add small pieces of information that the player can see, but without it getting in the way. The way i think to do this would be to have the information on the outside of the room, this means  that the player isn't forced to read it and also doesn't get in the way as much as, say, spawning blocks of text in front of the player explaining what to do. This text will include things that may not be as obvious to the player, such as something about how the enemy AI works, but only shown somewhere that the player would get to by tricking the AI in the first place.


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