Game Development Reference
In-Depth Information
7
r e turn oF the t utorIal :
e scaPe From s kull I sl and
In this chapter, we cook up an amusingly titled game with a familiar
genre: action RPG. We create some mockups with pseudocode and
art to allow the reader to see the different kinds of tutorials in action.
All of the principles and discussion in the topic are linked back to the
game being built in this chapter, and put into the tutorials presented
to the player. This understanding of tutorial elements is then rein-
forced by drawing links to current games employing great tutorials.
By the end of the chapter, readers will be able to point out what con-
stitutes well and poorly designed tutorials, and have a good idea about
how to take these tutorials and put them into their game, without
doing years of research on the topic.
his is a rather unique chapter in the topic. As designers, you are
probably familiar with game design documents, asset lists, and game
flow diagrams. I am going to present to you here a type of (very light)
game design document and synopsis for a hypothetical game called
Escape from Skull Island . The purpose of this chapter isn't to make
a good action RPG, although, hey, maybe I could publish this and
make billions. No, the purpose is to demonstrate that tutorials can
be interwoven into a game in as non-invasive a manner as possible,
obeying all of the principles we have seen throughout this topic, and
still teach players how to have a great time playing the game. After
finishing this document and some mockups, I hope you will have a
sense of how you can take some of the stuff you have read here and
apply it to your own games at your company or in your garage. Just
in case you don't, the final chapter has a bullet point list of all of the
things you can do to your own game prototypes based on the things
you have learned. So, without further ado, let me introduce our game.
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