Kyon
Member
Hi everyone,
so I started working on this project a month ago just to test something I thought of (which was a slowmotion effect). And it has become an actual game I guess I want to finish and release.
Anyway, I am having trouble with the start of the game. and how to explain the mechanics.
What I think works is how it starts right now. You are in some sort of barn, in which I will add some narrative design but that irrelevant for now. But you first learn how to jump (because you have to), then you pull a lever and you notice light coming from some window, and you learn you can grab ledges (because obviously you're gonna try and jump there). Afterwards you get thrown in a small dialogue so you know the dialogue mechanics.
Anyway, I'm having trouble with how to explain the bow mechanics. Which can be quite tough to understand.
At the moment it's when you hold your RMB you grab your bow and stretch the arrow. You aim towards your mouse. And you release with LMB.
But with a gamepad it's when you hold the left shoulder/trigger, and you aim with the right joystick (which can be tricky the first time) and release with left shoulder/trigger.
Oh and also when you hold it longer it will power-up.
I am thinking I need a non-threatening way for people to experiment the mechanics on. But which is also necessary to continue the level (like how I explained the jumping). And isn't too "tutorial-ish".
I think dropping an enemy right away is a bit too much. (I will do an enemy after you've finished the non-threatening part though)
Any ideas? Also, I'm planning to do no text at all. But I was thinking, in a situation where you can't go on before you done the bow-mechanics, people would just start trying buttons right? So text wouldn't be needed? Any thoughts about that?
Thanks a lot.
Kyon.
so I started working on this project a month ago just to test something I thought of (which was a slowmotion effect). And it has become an actual game I guess I want to finish and release.
Anyway, I am having trouble with the start of the game. and how to explain the mechanics.
What I think works is how it starts right now. You are in some sort of barn, in which I will add some narrative design but that irrelevant for now. But you first learn how to jump (because you have to), then you pull a lever and you notice light coming from some window, and you learn you can grab ledges (because obviously you're gonna try and jump there). Afterwards you get thrown in a small dialogue so you know the dialogue mechanics.
Anyway, I'm having trouble with how to explain the bow mechanics. Which can be quite tough to understand.
At the moment it's when you hold your RMB you grab your bow and stretch the arrow. You aim towards your mouse. And you release with LMB.
But with a gamepad it's when you hold the left shoulder/trigger, and you aim with the right joystick (which can be tricky the first time) and release with left shoulder/trigger.
Oh and also when you hold it longer it will power-up.
I am thinking I need a non-threatening way for people to experiment the mechanics on. But which is also necessary to continue the level (like how I explained the jumping). And isn't too "tutorial-ish".
I think dropping an enemy right away is a bit too much. (I will do an enemy after you've finished the non-threatening part though)
Any ideas? Also, I'm planning to do no text at all. But I was thinking, in a situation where you can't go on before you done the bow-mechanics, people would just start trying buttons right? So text wouldn't be needed? Any thoughts about that?
Thanks a lot.
Kyon.