Game
Learn Functional Programming
5 years ago

Article: Hidden tutorials for weird game mechanics


One big problem with Magic Shepherd was how difficult it is to learn the game. When I published it for Ludum Dare, I also created an 8-page guide that explained the controls and explained the concepts. Unfortunately, despite this, people still had a hard time understanding the game. I want to make LFP more approachable with a good tutorial built into it.

Resources for Making Tutorials

While poking around the internet for how to make a good tutorial, I saw a lot of hate for walls of text. An 8-page guide is like several screens filled with walls of text, so this is obviously a bad way to teach the game. I need to come up with something better for LFP.

I found a few case studies (here and here) where developers explained how tutorials can be integrated into a level's design, but these are for platformer games and not weirder puzzle games.

When it comes to teaching weird or novel mechanics, a lot of people seem to love Portal. This video explained how Portal introduced their portal mechanic first through observation, then by giving the player a limited version of the mechanic by giving them a single-portal gun, then later giving them the full-mechanic with a dual-portal gun.

Additionally, I found this 2016 GDC talk filled with helpful advice.

Applying Lessons to LFP

Taking inspiration from Portal giving you a limited portal gun at the start, the first few levels of LFP will have limited possible actions by having no insert options. This is a way of limiting the actions the player can do and hopefully make them feel less overwhelmed from information overload.

tutorials_devlog1.png

After a few levels of moving tokens, players should feel comfortable with that mechanic until they reach a level requiring them to edit a token value.

tutorials_devlog2.png

Once players are comfortable moving tokens and editing their values, then more options will appear on the top of the screen for player to add their own tokens.

tutorials_devlog3.png

This process would continue, introducing new concepts and working up to more complicated concepts like using and defining variables, higher order functions, and lambdas.

While learning how to edit and move tokens isn’t the overall purpose of the game, a player needs to learn these first before moving on to more interesting and useful things.



0 comments

Loading...

Next up

We made a lot of improvements on the Freezing Plains visual. Things like pine trees, tiny bushes, some rocks, and others game props!

#IndieGame | #IndieDev | #GameDev | #PixelArt | #WaifuQuest | #WifeQuest | #screenshotsaturday

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

Finished a project I've been working on over the last few days!

Modeled and textured in Blender.

#3dart #lowpoly #npbr #fantasy #hut

Runestones: from concept to in-game model🗿

So here's the first of the zodiac signs i will make for the next weeks.

not the greatest house, but it's a house! :D

Got some fun collectibles in our game, Path of Kami!

ooh yes..

Pigs can push buttons for you!

#gamedev #pixelart #screenshotsaturday

Don't forget to wishlist Toodee and Topdee on Steam!

https://store.steampowered.com/app/1303950/Toodee_and_Topdee/

I thought I would do a quick show and tell, with a 2 min video of the start of the game and some of the game elements, after many many months it is really starting to come together, time to start networking https://gamejolt.com/games/Dungeon_fable/490669