This week I was working on new tutorial.
I haven't finished updating it, because I was busy IRL and also because making tutorial is really hard!It is so because I need to lock all features except those I want player to do during tutorial.Also it must be fun, quick and explain almost everything, because I don't want player to be bothered by explanations after tutorial.So, yeah, a lot of trouble.Another thing that gets in a way is my poor programming.Sector Six is more or less gigantic if tree and when I need to change something, I have to rewrite lots of code.Anyway, next week I'll probably finish tutorial.It means that there's nothing much left on my to-do list.And that means I might release version 0.3.0 this month!Yesterday I tried playing old Sector Six version.I was shocked when I realized how much game has improved during those months!Can't wait to let you guys play monster that is Sector Six 0.3.0!End of the echo!
Looks hype. Tutorials are hard, not just from an implementation perspective, but from a design perspective. Its hard to design a tutorial to introduce players to the game when you've been playing it all this time. Be sure to playtest it thoroughly with total newbies.
And make sure you try to pander as little as possible. Play it like a normal story mission but with tool tips and pauses to let the player ease into it. I hate when tutorials are both unskippable AND obviously just a tutorial instead of feeling like an introduction to the game, the world, and characters.
Being organic is key to making it not suck.