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Beginers Guide  

3 members have voted

  1. 1. Chose your Path!

    • Follow My path and other great developers to make tutor inside games
      3
    • Not make any tutors, let them learn by themself
      0
    • Make full tutors in a book or scarp of papers
      0


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Hello Fellow RM I am the greatest Developer in Universe!(Self-proclaimed, you can object yourself as greatest Developer in the world if you like but I don't care)

This time I'll tell you how usually I make guide for games!

First I create full game, then I'll add some tutors at beginning of the game or extra scene and alike. (When demo out, usually have no tutor since the game haven't 100%)

As you all know not everyone in this world born as expert same when you play game, at first you know nothing then you will learn some thing, but... you may miss one or two.

So I expect everyone who will play my games know nothing and so I create extra text box and sign and more to teach them how to play my game and also some tips to make them be master at first.

Actually I don't like to compare one game to another but... last day I was go to game store they sold DVD/CD game for PC/PS1,2 and alike, don't worry I didn't buy anything but I order something that not shown there(That was not good game)

I got the DVD plus a book about how to play that game as I read it it's full of guide, that lead from first to the end, yet It's feel like I already know everything even before playing, and other game I bought has no guide or tutors at all and so I get lost so many times... since I don't know how to play it...

 

So you as Game-Dev which one will you do?

The choice is up to you.

 

-My Path and other great developers(self proclaimed)

Create tutor in game and put it on every scene as story goes.

-Lazy Developer path

Too Lazy to make it or let them act like expert

-Diligent Developer Path

make long or just half guide about the game

 

Whatever you choice is you own way... Lolz

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Definitely a lazy developer, myself.

While it depends on the complexity of your game, a good game should be able to convey most of its mechanics without text boxes, or signs - especially an RPG Maker game. Players tend to be pretty smart (too smart :ph34r:), and will go a lot further than you might expect without any guidance. As long as players know what the keys are, that works.

 

I wish I had footage of it still on Youtube, but back when I worked in RPG Maker my project had very simple tutorials that basically amounted to the keys appearing on the screen with a sound playing in the background. I'd associate the functions of keys together by grouping the tutorial at the same general times, and then slowly pad out the first 15 minutes of the game with these. So it looked like:

 

  • Opening cutscene with dialogue. (Player must learn to press enter on their own.)
  • Player finally gets control.
  • Arrow keys show up with tone.
  • WSAD shows up with similar tone.
  • 5 seconds later enter shows up with faded, and lower tone. Even if the player is not standing in a place where enter is used (difficult because the starting room is very small and has many interactables in it) they know from the dialogue scene beforehand and now the tutorial that enter is in use.
  • Player goes through more dialogue and title comes up.
  • Player enters second real area they have control in.
  • Q shows up with tone similar to the first tone that shows up.
  • When the player presses it, it opens the save menu.

As I would go on, I'd teach the player about using their inventory and the like in a very similar way.

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I am not really a fan of tutorials myself because they tend to get in the way of immersion and end up being forced on the player, but I think having a separate wiki, guide, or instruction booklet isn't a bad idea. Heck, that's how all games used to work anyway, you needed help in how to play you looked in the included booklet. And what about games that are designed with the idea that figuring out how the game worked was kind of part of the game?

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Yeah I think so, if the game is simple enough there need to teach them, maybe just let them know the keys(like pinball, just hold button and press some other two button)

I do remember there a game that didn't force player but leave lots NPC in a one area all of those NPC give sample like save place, monster in a box, items effect, and alike.

I want make tutor like that but, it might strange since NPC talk about hero skill, yet only that hero know about that skill how do this NPC know then? or item not there? so in the end I always cut a scene and give explanation when new skill learned.(like kupo fella in ff6 that appear to explain hard stuff)

so I was hoping some game dev who make super confusing game at least give player a little direction, because that great game could be waste if no one ever could clear it.

(This is secret, I was on other site and see a  game that made with RM engine but don't look like RM, cause I'm curious I try it, hell the game just begin like arcade game but there no explanation how to clear the level or what button should press after defeat all enemy or door or key or something, in the end I stuck in level 1, in game tell that there 40 Level, I ask the one who make it but he say he have no time to remake it or to make separate guide so he leave like that, what a waste for me to say I hope there no more people just make game and waste it like that. )

I can't see credit either(he use music from some free site, I want it! but I must clear the game to see the credit, but I stuck in level 1 hell...)

 

Phew... seems I'll go around site and learn how to make a good guide that didn't spoil player to much(Because Spoilers in no fun!) or not cut scene too much, maybe a help menu would better? every new explanation would go to that menu so player can check them if they get lost and not get in the way of story, but I'm not very good at script I just script editor(I'm just use a default RM script and edit them a little), or maybe I should just make it trough common event?(Some people say this is isn't elegant).

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