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Introduction Quest

Open GregHib opened this issue 3 years ago • 0 comments

The tutorial should be engaging and meaningful. A player must be given decisions and feel as if they have concequences.

Example the knight in shining armour trope: Someone's in trouble, their health decreasing (dungeoneering head menu's/health bar would be great for this), the player must help them otherwise they die (after 2 minutes, show the death animation and replace the npc with a skeleton obj & ghost npc). As a concequence they must go get a ghost speak amulet to continue.

Might be good to have a non-combat way of completing the quest to include skillers (ofc no xp given anyway, but some people don't like combat)

How to handle tutorials without being boring The not so simple secrets to making good tutorials

GregHib avatar Dec 14 '20 00:12 GregHib