Tutorial Design - Hawthorn-Games/ProjectScrapped GitHub Wiki

Overview

This will serve to dissect the ideal tutorial for our game, at least in it's starting state for now, which will develop and change over time through iterations based on feedback from testers. For now this is where the tutorials design will be documented along with it's focus and pillars to adhere to so as not to overcomplicate the information the player needs to parse.

Pillars

No Front Loading Use Few Words Do, Don't Show Blend Tutorial into the Gameplay
Break up the Tutorial into chunks and spread them out as necessary, so the player is only learning what they need to know when they need them most There should be a maximum of eight words on the screen at any given moment Get the player to perform the actions they need to learn and incentivise the behaviour instead of just showing them or telling them Don't think about the tutorial as an isolated experience but rather baked so seemlessly into the experience the player cannot tell
For this it would be best to break up the tutorial into 2 or 3 chunks and spread them accross the woods with puzzles inbetween that consolidate the information taught Rules are easiest to remember when they are simple. The longer the text is the less likely people are to read it. Doing the action instead of being told it is fun and memorable, whereas text is information dense and while easy to create, difficult to parse While we may need to rely on explicit direction every now and then, whenever possible we should use context sensitive design to teach the player through adaptive messaging/hints
The first chunk should focus on movement, both in the world and the camera in edit mode, and the play/stop buttons in edit mode. Before moving onto the action logic nods and using them on the chip Do not pollute your communication channels for tutorialising with world building and backstory. This includes the types of channels you use, eg using the simple dialogue system to communicate something of radically different importance Using an objective based system for the tutorial to show them what to do, and loop the tutorial until the objectives are complete would be a good approach Having a hint/popup system that the will help the player with a hint or tip during gameplay or a puzzle when certain requirements are met would allow the tutorial to be tailored to each players experience and be skippable

First Tutorial Chunk - Beginning of Demo

This will start at the beginning of the Demo, just after the player has loaded into the world. This first tutorial chunk will be split into a few puzzles, each teaching the player what they need to know to play the game. This will focus on the absolute basics such as:-

  • First Puzzle
    • W A S D Movement in the overworld
    • W A S D Camera Movement in Edit Mode
    • Edit Mode Play Button/Exiting to Play Automaticlally
    • Action Logic Node - Move
  • Second Puzzle
    • Accessing Different Golems Chip
    • Editing Golems Current Logic
    • Stop Button Purpose
    • Drag and Dropping Nodes onto Golems Chip
    • Action Logic Node - Turn
  • Third Puzzle
    • Coding Golem from Scratch
    • Action Logic Node - Push/Pull
    • Efficiency Score
    • Doors Require Scores to Open

First Puzzle - Player merely needs to move the charecter around, move the camera in edit mode and then access a Golems chip in edit mode, be shown it's chip is pre-programmed, and press play. While the player isn't necessarily coding the Golems, this puzzle is framed towards teaching the mindset and use of the mechanic within the world itself. That being that each action in a Golems chip is executed sequentially, one after each other, not all at once, which might be a common assumption for new players.

Second Puzzle - Player needs to access a different colour of golem, and then play the logic to see where it is going wrong. Then access edit mode, press stop and use the Drag and Drop functionality to move the correct action node - turn- to the correct spot so the Golem can reach the button.

Third Puzzle - For the third puzzle the player is taught to code a Golem from scratch using the move and turn node, with the added complexity of the push/pull node. After completing the puzzle the player will be shown the efficiency score increasing and be told what it is before navigating to the door to exit and spending their efficiency points to leave the tutorial.

Second Tutorial Chunk - Halfway Through Demo

This will primarily be used to teach looping behaviour such as FOR Loops and IF statements. This will most likely be more context sensitive, or atleast give the player the option to opt out and figure it out themselves.

  • Fourth Puzzle
    • Logic Node - FOR LOOP
    • Placing logic nodes inside the FOR LOOP
    • Code inside FOR LOOP being executed for the amount of times stated
    • FOR LOOP directly affecting efficiency positivley
    • Hint toward returning to previous puzzles for increased efficiency score
  • Fifth Puzzle
    • Logic Node - IF STATEMENT
    • Using IF STATEMENT to check for environmental contexts - elements
    • Using IF STATMENT for increased efficient looping behaviour

Context Sensitive Design - Adaptive Hints

This will detail all of the contextually sensitive hints and tips that we want to appear during gameplay to help tailor the tutorial to the specific players experience and to make it as onobtrusive as possible for the player and to give them an opt out. These will appear during gameplay when certain conditions are met to try and encourage the player to try something different or approache the puzzle in a different perspective through a hint popup that will appear either on the right of the screen or spatially from the object that it is referencing. These hints will appear as little UI popups containing text and a small image of the character giving the hint framed with a UI element background to make the text readable.

Tutorial Tips

Adaptive Hint Conditions To Be Met (Context) Hint Text Puzzle ID Popup Location
Objective System Hint Start Tutorial 1 - Finish Opening Cutscene "These are your objectives. They will help guide you" Tutorial 1 Above Objective Indicator
Nudge player To Move Time Passed > 3 Seconds "Try moving into the puzzle zone" Tutorial 1 Spatial - At Puzzle Entrance
Enter Edit Mode Reached "Enter Edit Mode" Objective - Time Passed > 3 Seconds "Press TAB to enter Edit Mode" Tutorial 1 Above Objective Indicator
Move Camera in Edit Mode Enter Edit Mode - Time Passed > 3 seconds "Use WASD in edit mode to move the camera" Tutorial 1 Above Objective Indicator
Open Red Golem Code Reached "Open Red Golem Code editor" Objective - Time Elapsed > 3 seconds "The Code for Red Golems Can Be Found in Their Logic Chip" Tutorial 1 Top Left of the screen - Alongside Red_Golem UI Element
Explore Area Reached "Obtain the Move Code Block" objective - Time elapsed > 5 seconds "Explore the area to find new logic nodes & fix golems" Tutorial 1 Above Objective Indicator
Access Other Golems Chips Reached Second tutorial section to access other coloured golems "A golems Logic Chip is unique to their colour!" Tutorial 2 Top Left - Next to Blue golems Chip
First Chip Dragged Reached tutorial section to drag node onto logic chip "To code a Golem, click and hold a node to drag it onto their chip!" Tutorial 2 Top right of the screen next to available nodes
Exiting Edit Mode Autoplays Code Complete Tutorial Puzzle 2 "Press TAB to exit edit mode and play the code automatically" Tutorial 2 Below Play Button
Play Button Hint Reach Tutorial Objective to Press Play Button "Press play to execute the code and see what happens!" Tutorial 1 Below Play Button
Test the Simulation Access Tutorial 2 Golems Code "Some Golems will have faulty code. Whats gone wrong?" Tutorial 2 Top right alongside Golems code

Puzzle Tips

Adaptive Hint Conditions To Be Met (Context) Hint Text Puzzle ID's Popup Location

Tutorial Dialogue

The tutorial dialogue will not be used to teach any new mechanic or aspect of the game to the player, this is because we do not want to pollute our communication channels. Anything that is to be taught should clearly be presented in our communication chanel for teaching (contextual hints and scripted tutorials appearing on the UI) anything else will typically be story centered to develop character or build the world. Therefore this dialogue in the tutorial will scrictly be used to provide the player more direction and objective.

Tutorial Dialogue

NPC ID Dialogue Line 1 Dialogue line 2 Dialogue Line 3 Dialogue Line 4 Pre-Requisites
Witch W: Why hello little one, pardon my interruption on this lovely day W:But I have been looking for a young "Inley"? I: That's Me! W: I'm afraid it's your sister, I need you to come with me Finish Introductory Cutscene
Witch I: Has something happened to my sister? W: I don't know but I can take to you her. First take this W: It should allow you certain... access, to things meant to be innaccessible to us. It should help us reach your sister. W: Give it a shot on these Golems here, you'll see what I mean Arrive in Tutorial Puzzle 1
Witch W: Good Job! But let's not get ahead of ourselves. I: How did I just do that? Is this magic? W: Not exactly. It's something more. Come, let us continue Finish Tutorial Puzzle 1
Witch W: Go on then! Let's see how you do with this one I: Can you just take me to my sister! W: We won't be able to get to her unless you can do this. Now chop chop. Arrive in Tutorial Puzzle 2
Witch W: Splendid. You might just be the one I've been looking for W: Well, no time to dilly dally. Onwards and Upwards Complete Tutorial Puzzle 2
Witch W: Remember to pace yourself and use what you have learned W: Golems can't fly, so try to manouvre them around the lake pits W: You have everything you need for this, so good luck! Arrive in Tutorial Puzzle 3
Witch W: Fantastic! You have done perfectly well darling W: Now let's get to finding your sister W: It might take a little longer than you thought... W: Come find me past that door and we can chat some more. Complete Tutorial Puzzle 3
⚠️ **GitHub.com Fallback** ⚠️