Damus
8Bit | :linux: :godot: :gog: :switch: · 16w
As I look on the tutorial script I've wrote, I wonder if - instead of making a "here build all this while I explain" - tutorial, maybe it would actually be easier to rewrite it and instead just provid...
AlexTECPlayz profile picture
@nprofile1q... you could always do both? That's what I plan to do in my game, and that's what other games do as well.

For example, in Prison Architect if you follow the campaign, you basically have to do certain things (e.g. build an execution room, add capacitors to the generator), but then they let you keep doing stuff on the map, you can always feel free to stop and move to the next mission.

You first teach the player the basics, show them how some stuff is done, then start letting them explore bit by bit, I think that's more intuitive than games that just force you to do a tutorial in an exact way, which makes you think that this game doesn't really have a lot of leeway in how you can complete certain tasks, but you're also not just handing the player a tome (e.g an instruction manual/guide) and let them wander off directionless, not knowing what to do and where to start from.
1
8Bit | :linux: :godot: :gog: :switch: · 16w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqltr45erkn29nr5gp79qerzlq5x7jrjhfytnge2xdf0s2xcdqyjgqu8rqqh That's the issue tho. The more I let the player do by themselves, on their own, the less I have valid ways to determine WHAT they do and how they should proceed. So I either do a "buil...