We are almost finished with our game. The next step is to improve the usability of our game. We want to create an “How To Play” tutorial in our game. Do somebody have an idea how to realize such a Tutorial?
Maybe there are plugins, software or something else. How do you create such an Tutorial in your game? Only with images? Gif animation?
I think if you put up a video of any sort, most users are going to just dismiss it. The first rule of UI design is, “Users don’t read.” I think the second rule is probably “Users don’t watch instructional videos, either.”
So, you should start by first seeing if there is anything you can do to make your game more discoverable. People really should be able to just dive in. But since you started this thread, I assume you’ve done that and your game is as usable as it can be (and it’s still not enough).
So, next you need to find some way to program the tutorial right into your game. If the game is divided into levels, consider having several initial levels with a reduced feature set, allowing the user to concentrate on just the core bits first and then unlocking more advanced stuff as she goes.
Alternatively, your tutorial should be built into the first level in a way that points things out just when the user would be wondering about them, and leads the user through using the game the first time. You highlight the button you want the user to press with a big bouncy arrow that practically screams “Tap here!”, and then you wait until the user actually taps the button. Then you point out the next thing you want the user to do.
(Users don’t read, nor watch videos, but they do appear to decent at following instructions of this sort.)
Related is something we do in the boring business app world - a concept called, “Progressive Disclosure.” Final Fantasy XIV is a great example of how to do this - you don’t introduce something, until it becomes relevant, but that thing that you introduce is usually only a small part.
For example, let’s say you have a game about crossing a map. The first level teaches you to control your character. The second level introduces an obstacle - a river. But your character can’t swim! …However, there’s a monster that can be lured into the river to let you pass. Then the third level…and so on…etc.
The point is, if you add small tools/concepts as they’re needed, you can have the game itself teach the player how to play. Later levels can then get players to master concepts by cleverly using old ideas.
Hmm. I would restrict it to telling players how to actually activate the superweapons; leave it to them to figure out when it makes sense to do so.
How do you activate the superweapons? Is it always the same way? Can that be just a new button on the UI that will make the player naturally want to tap it?
The Superweapon-Choice menu is on the left side. If you push the button, a Weaponselector will open and the time getting slower. The Weaponselector is similar to a joystick, which you can select another superweapon. Maybe a tutorial is not necessary.
The way I’d do it is simply detect if the app is opened the first time. I’d use PlayerPrefs. So if the player opens the game the first time, start the tutorial. Then the simplest way is to add panels with instructions written on them. So you could have a panel with the game control explanation, then make a next button. Disable the old panel and enable the new one. On the new panel go over the UI. That’s how I did it in one of my projects. Once you are done with the tutorial set the PlayerPrefs int to 1. Here’s what I mean:
void Start()
{
//if TutorialStatus = 0, that means the player hasn't done the tutorial
if (PlayerPrefs.GetInt("TutorialStatus") == 0)
StartTutorial();
}
P.S. What’s the new game? And how can I get it? Your app icon tempts me to try it out lol
Thank you for your answer and for the example. I have already solved this with a JSON-File. The JSON-file contains the current progress of the player. There is also a boolean-value, to check if the player started this app for the first time.