InfiniteWarrior
Survivor
What do you think of splitting up the tutorial into two parts: one for basic gameplay and one for building?
I'm still running into the game/tutorial breaking issue of the game getting confused if the initial buried supplies job isn't finished before the tutorial is finished in my testing. If you do finish the odd job, the tutorial disappears with unfinished objectives, e.g. setting down a land claim block, building and upgrading a block, etc. They're still highlighed in the challenges menu, but the prompts disappear.
The beginning tutorial should be as short and sweet as possible, imo. Just the making tools/weapons/armor and harvesting intitial resources, etc., is enough, I think. The only obstacle to initializing a secondary tutorial for building is that the only trigger I can think of right off hand would be to trigger it when the player puts down a land claim block, which they probably won't even know to do, if a new player, or want to do, if a veteran player, until they've staked out a place they want to call home. So, there would have to be some other kind of trigger for the secondary tutorial.
Personally, I think the building portion is superfluous and unnecessary. Why am I placing a door if I haven't even built a wall? Why am I being asked to craft and place spike traps when there's nothing to trap? Won't most players just want to get on with playing the game already?
How about a dismissable UI message prompting players to consult the game's help system if they want to learn about building and trapping and yada-yada-yada?
Thoughts?
I'm still running into the game/tutorial breaking issue of the game getting confused if the initial buried supplies job isn't finished before the tutorial is finished in my testing. If you do finish the odd job, the tutorial disappears with unfinished objectives, e.g. setting down a land claim block, building and upgrading a block, etc. They're still highlighed in the challenges menu, but the prompts disappear.
The beginning tutorial should be as short and sweet as possible, imo. Just the making tools/weapons/armor and harvesting intitial resources, etc., is enough, I think. The only obstacle to initializing a secondary tutorial for building is that the only trigger I can think of right off hand would be to trigger it when the player puts down a land claim block, which they probably won't even know to do, if a new player, or want to do, if a veteran player, until they've staked out a place they want to call home. So, there would have to be some other kind of trigger for the secondary tutorial.
Personally, I think the building portion is superfluous and unnecessary. Why am I placing a door if I haven't even built a wall? Why am I being asked to craft and place spike traps when there's nothing to trap? Won't most players just want to get on with playing the game already?
How about a dismissable UI message prompting players to consult the game's help system if they want to learn about building and trapping and yada-yada-yada?
Thoughts?