This is generally aimed at developers making more complex projects that require things like tutorials or in-game tips. I'd like to open this subject up for discussion. What is the best way (or some of the best ways) to introduce new players to your game without annoying experienced players?
A good tutorial is better than anything or anybody else. But you should be careful with the mass of informations. Only give the players what they need at the right moment. Otherwise they will only get confused. Raise the amount the remember step by step and then each player can learn each system.
And don't forget an option to reopen the tutorial. If someone wants to search for anything and he can't found it, he may get depressed and won't play your map again.
Tips are also very important. Whenever a complete tutorial would be too much you can let a tip appear. I've seen many maps with a bunch of tips right at the beginning of a map, while choosing heroes or whatever. Nobody wants to read them, when they see 9 or 10 tips. The only thing I would think at that kind of moment would be: OMG, so many to read.
Targets have to be as simple as much, but can have a huge background, which can be telled over transitions or else.
Also you can do it like popular map and screw anything and make a simple map with only one target.
Make the tutorial optional (by vote), give no unfair exp/resource advantage and make parts of it skipable. Also maybe having a small and comprehensive help guide that can be enlarged from a button near the top of the screen.
I start all my maps out with minimal tutorial information at the start. The first two minutes or so of the game is fairly simple, with a tip periodically appearing on screen for players to absorb. Nothing beats intuitive gameplay, and you just can't overload players at the start. For example, if you want to have a menu with role choices up front, make players go through a little opening gameplay to get to an objective where they are then offered a role choice.
Never, NEVER, NEVER put game version changes or release notes onto your loading screen text. Nobody ever cares about the changes or reads it. This is very precious space where you can have game help for people to read while loading. Boil things down to 3-4 bullet points of the most critical game information, and focus on things that the players may not intuitively figure out while playing. (Don't say "Kill enemies to gain experience", duh)
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This is generally aimed at developers making more complex projects that require things like tutorials or in-game tips. I'd like to open this subject up for discussion. What is the best way (or some of the best ways) to introduce new players to your game without annoying experienced players?
A good tutorial is better than anything or anybody else. But you should be careful with the mass of informations. Only give the players what they need at the right moment. Otherwise they will only get confused. Raise the amount the remember step by step and then each player can learn each system.
And don't forget an option to reopen the tutorial. If someone wants to search for anything and he can't found it, he may get depressed and won't play your map again.
Tips are also very important. Whenever a complete tutorial would be too much you can let a tip appear. I've seen many maps with a bunch of tips right at the beginning of a map, while choosing heroes or whatever. Nobody wants to read them, when they see 9 or 10 tips. The only thing I would think at that kind of moment would be: OMG, so many to read.
Targets have to be as simple as much, but can have a huge background, which can be telled over transitions or else.
Also you can do it like popular map and screw anything and make a simple map with only one target.
Make the tutorial optional (by vote), give no unfair exp/resource advantage and make parts of it skipable. Also maybe having a small and comprehensive help guide that can be enlarged from a button near the top of the screen.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@BasharTeg: Go
I start all my maps out with minimal tutorial information at the start. The first two minutes or so of the game is fairly simple, with a tip periodically appearing on screen for players to absorb. Nothing beats intuitive gameplay, and you just can't overload players at the start. For example, if you want to have a menu with role choices up front, make players go through a little opening gameplay to get to an objective where they are then offered a role choice.
Never, NEVER, NEVER put game version changes or release notes onto your loading screen text. Nobody ever cares about the changes or reads it. This is very precious space where you can have game help for people to read while loading. Boil things down to 3-4 bullet points of the most critical game information, and focus on things that the players may not intuitively figure out while playing. (Don't say "Kill enemies to gain experience", duh)