Tutorial World
Tutorial World
when i get up tomorrow morning i'm going to start work on a script based tutorial world. but i need some ideas of what to base it around. I already have several main things planned, but i'm sure much more can be added to the list. This tutorial world will be an interactive tutorial where the player is told how to do something, they do it, and then they advance to the next step in the tutorial. The tutorial itself will offer simple commands (&ready for example) to allow them to restart a step, skip a step, advance at there own pace, and restart the whole tutorial if they desire.
so far for steps i have:
1. inventory - player will be told how to open and close there inventory, along with how to use an item which will start the tutorial. included in the inventory will be a few book items with info on it and other minor things.
2. movement - player will have to navigate a short turning path
3. buying food and eating - player will have to buy a food from a building and eat it
4. buying drinks and drinking - player will have to buy a drink from a building and drink it
5. vehicles - player will buy and enter a vehicle
6. buying buildings - player will have to buy a building
7. skills - player will have to enroll in a skill
8. building buildings - player will have to build a building
9. trading for profit - player will have to buy and sell between two buildings
10. selling made stocks for profit - player will sell what is made from the building in step 8
if anybody else has anything else that can be added, please mention it.
or if you think the above should be in a different order.
i was thinking of adding weapons to it along with building destroying. but then the world would have to auto reset once in a while to replace the lost buildings. jobs could be added to, but theres no script references to jobs at all.
so far for steps i have:
1. inventory - player will be told how to open and close there inventory, along with how to use an item which will start the tutorial. included in the inventory will be a few book items with info on it and other minor things.
2. movement - player will have to navigate a short turning path
3. buying food and eating - player will have to buy a food from a building and eat it
4. buying drinks and drinking - player will have to buy a drink from a building and drink it
5. vehicles - player will buy and enter a vehicle
6. buying buildings - player will have to buy a building
7. skills - player will have to enroll in a skill
8. building buildings - player will have to build a building
9. trading for profit - player will have to buy and sell between two buildings
10. selling made stocks for profit - player will sell what is made from the building in step 8
if anybody else has anything else that can be added, please mention it.
or if you think the above should be in a different order.
i was thinking of adding weapons to it along with building destroying. but then the world would have to auto reset once in a while to replace the lost buildings. jobs could be added to, but theres no script references to jobs at all.
- fhko
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You could just have the player destroy their own building at the end to avoid the necessity of a reset.
Might want to acquaint the player with the game's chat features (including a newbie chat channel that they can use to call for help even if no one is on the world). Probably one of the main reasons players give up on this game initially is that they feel isolated.
Ending with a minigame or something would be a nice touch I think. Make sure to try to make this fun. It is a 'game' after all.
Might want to acquaint the player with the game's chat features (including a newbie chat channel that they can use to call for help even if no one is on the world). Probably one of the main reasons players give up on this game initially is that they feel isolated.
Ending with a minigame or something would be a nice touch I think. Make sure to try to make this fun. It is a 'game' after all.
ahh, didn't think of making the thing they build be destroyed by them. will do it that way. thanks for the idea.
as for the minigame, unless its a script based minigame, it wouldn't really work. crowing, racing, hornball, and kricket aren't integrated into the script in any way, plus they mostly need more then 1 player.
as for the minigame, unless its a script based minigame, it wouldn't really work. crowing, racing, hornball, and kricket aren't integrated into the script in any way, plus they mostly need more then 1 player.
- fhko
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You're getting script happy, zar.
You could grant the player some kudos and a racing vehicle so they can use a teleporter to another island and tell them they can practice their movement skills trying to beat the best time or go ahead and leave for another world.
Might also have them hunt down some wildlife via weapons.
You could grant the player some kudos and a racing vehicle so they can use a teleporter to another island and tell them they can practice their movement skills trying to beat the best time or go ahead and leave for another world.
Might also have them hunt down some wildlife via weapons.
- dramaking444
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A tutorial / introduction world is (still) top of my list to do before we would attempt any proper advertising for the game. My intention would be to make it an 'offline' starting world that all players have to progress through before they get to space. Part of it would be a tutorial flow to introduce players to the main game concepts and controls, part of it would be a 'storyline', with the intention of setting the player in the appropriate mindset to go off exploring the strange and changeable galaxy out there.
Its also the intention to make it more 'controlled' than normal worlds, allowing us to make a particularly good first impression by setting up scenes and cameras to make th best of the graphics.
I have started a bit of work on it.. :]
Its also the intention to make it more 'controlled' than normal worlds, allowing us to make a particularly good first impression by setting up scenes and cameras to make th best of the graphics.
I have started a bit of work on it.. :]
we need advertisements on things like myspace.
i think its a good idea. what i dont like right now is the fact that osing your ship and stuff is way too easy, and the small amount of players.
What might be making peeps back off is the overall starting complication, and the fact that this game must be downloaded.
i think its a good idea. what i dont like right now is the fact that osing your ship and stuff is way too easy, and the small amount of players.
What might be making peeps back off is the overall starting complication, and the fact that this game must be downloaded.
- fhko
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If memory serves me correctly, TU does have a myspace page. I'm not sure if it still exists or if anyone has edited it recently. (I don't mess with social networking sites)
As far as downloading, I think the main installation file is within the limits of what a person with dial-up will patiently put up with downloading. I know I did. Most games with a plethora of 3D graphics and features have filesizes well in excess of 50MB. TU is a much more compact and manageable alternative in my opinion.
As far as downloading, I think the main installation file is within the limits of what a person with dial-up will patiently put up with downloading. I know I did. Most games with a plethora of 3D graphics and features have filesizes well in excess of 50MB. TU is a much more compact and manageable alternative in my opinion.
- dramaking444
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- morbydvisns
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