If I was a better level designer, that would be a great...
Tue Jun 15, 2021 10:06am
way to show new features to the player. Give them a spot to learn it so that they know how it works in the future (or know to look out for it.) I remember reading the first level in the original Super Mario Bros was designed like this. It showcased jumping, enemies, pits, star power, mushroom, flower power and pipes so that the player would get familiar with them.
I'll probably end up doing a some what combination of the both. I'll try and introduce things in a "teachable" way during the regular game play but I'll most likely also tack on a tutorial section like I did in the latest unfinished version of Wry 3.
Before they're stuck?
I just don't understand them... People that is. Some will read, some won't but they'll all play the game.
The cool thing about the first level was it did all those teaching things but still felt like "level 1" of the game. Some games have a "teaching" mode that feels ex... more
go "yeah yeah, I got it." then get stuck and go back to it and "ok what did I miss?" haha
For the game, I was thinking like a small set of maps (or probably just one) that just walked you through the different things. That way you're not sitting there reading dense text and get a little sandbox a... more