28 votes

Development pattern for interactive in-game tutorials

The best way I know how to do this is to have a notion of an "action queue". When you want to cause an effect that might need to be pre-empted by something else, instead of executing the ...
DMGregory's user avatar
  • 134k
28 votes
Accepted

How to address players struggling with simple controls?

Are your test player having trouble discovering the controls or using them? If they have trouble discovering them, you can add a prompt that explains them. To make it unobtrusive for players that don'...
Theraot's user avatar
  • 26.6k
23 votes

How to address players struggling with simple controls?

There are some games which pulled off the "silent tutorial" thing pretty well. The basic rules are: Introduce game elements one at a time Introduce them with as little distraction as possible ...
Philipp's user avatar
  • 119k
13 votes

Force new players to play tutorial?

A good tutorial is one where the player doesn't realize it's one. Work on your new user experience to introduce the complexity of the game gradually. After giving the player access to a new game ...
Philipp's user avatar
  • 119k
11 votes

Development pattern for interactive in-game tutorials

If you want to completely decouple the tutorial logic from the regular game logic, then you might need to redesign your software architecture to an event-based architecture. You already seem to know ...
Philipp's user avatar
  • 119k
7 votes

How to address players struggling with simple controls?

Although I like the other answers, I think nobody mentioned the most important: It all depends on your target audience. Do you target people who are gamers? They play games regularly and your game ...
Tom Tsagkatos's user avatar
3 votes

How to make attention grabbing notifications?

The notifications fade into the screen (…) Don't do that. Making them appear suddenly would catch more attention. With that said, motion is probably a good idea. You can make the notification slide ...
Theraot's user avatar
  • 26.6k
2 votes
Accepted

How to make attention grabbing notifications?

When you want the player to complete a tutorial before they progress, then it usually helps a lot to give the player a good reason to complete that tutorial. The direct way to do that is to simply ...
Philipp's user avatar
  • 119k
2 votes

Force new players to play tutorial?

Although I think @Philipp's answer is the way to go, a "quick fix" for your situation could be to still give your player the option to skip the tutorial, or keep on following the tutorial for a reward....
Vaillancourt's user avatar
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2 votes
Accepted

Force new players to play tutorial?

I feel like you should force players to take the tutorial, especially if it isn't a long one. It's better to make people stay longer with the game (by making them understand how to play it) than ...
SpaceMonk's user avatar
  • 136
1 vote

How to address players struggling with simple controls?

this can be a very general question and depends on game design. most of players hate hints and tutorials but most of the time its needed to add the pace of learning in the game. you have to find the ...
virtouso's user avatar
  • 2,608
1 vote

Should I Have a Ridiculously Easy First Level?

Usually you should. The purpose of the first level(s) is to make the player familiar with the controls, UI and most basic game mechanics. The first challenge for the player to beat should be how to ...
Philipp's user avatar
  • 119k
1 vote
Accepted

Should I Have a Ridiculously Easy First Level?

Here is a really good example from the creator of Super Mario. He explains that the first level was designed to introduce the player to the base concepts of the game. It's a very good video. https://...
Krythic's user avatar
  • 790
1 vote
Accepted

How to prevent players from getting lost during the onboarding phase of an RPG?

Good tutorials are tricky. Cutscenes can be nice, but try to avoid too much infodumping. A long-standing rule of storytelling is "show, don't tell". It is usually better to tell the player almost ...
Philipp's user avatar
  • 119k
1 vote

How can I ensure the player learns all skills in a single open level?

Achievements. After learning one skill from set, display progress information like "Skill learned: 1 / 4" (eg. "Lighting fire: 1/4 skills learned"). This way player will know there are 3 other skills ...
crueltear's user avatar
  • 361

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