This is my first real post on the devforum, woop woop!
Anyways, just wanted to share the combat training tutorial from me and @Circa555’s upcoming game, Oak Tale. Feedback would be nice, we definitely have room for improvement!
Note:
-This doesn’t show combat to its fullest extent. (You won’t just be hitting a stationary dummy)
-That ugly camera lag will be fixed.
-Building isn’t done by me. @Circa555 did the building for this project!
Needs Giant Keyboard Letter in the middle of the screen that get big and small when teaching the player a new move so they are aware as possible of what key to hit (even for the part where you tell them to bind a key and then use that key).
The tutorial needs to be obvious and in your face, i’ve had parts in my games where there was a giant glowing button and an arrow pointing to it; and players could still not figure out that they needed to use that feature. Redundancy is key for good tutorials
i think this would be a good tutorial for fairly competent players, but you have to remember a lot of roblox players are pretty new to video games
when designing tutorials, you should attempt to make it feel as natural as possible, and avoid information overload. it’s better to introduce mechanics and ideas as players need them, rather than swamping them in information right at the start of their session and hope they remember it all.
personally, i would design the whole starting area as a tutorial, more or less. as players interact and explore the area, they would encounter enemies or challenges which require the knowledge of a specific mechanic to properly overcome. by teaching about the player about that specific mechanic in the context it might be used in the game, it will help the player develop a better understanding for the mechanic’s intended uses.
at the end of this tutorial area, you could have some sort of gauntlet or boss fight which requires a decent understanding of all the necessary mechanics to overcome. by using a (relatively) difficult challenge to test players’ skills, you can ensure that players wont progress onto the rest of the game until theyre completely ready to do so. this sort of challenge would also allow players with a more intuitive understanding of games in general to quickly progress through the tutorial area without making them feel like they’re being hand-held.
another piece of feedback unrelated to tutorials is about your control binding system, i think it might be beneficial to automatically bind basic attacks (the slash skill) to mouse1, and automatically bind rolling to be based on double-tapping WASD keys. you have to remember that young kids who are new to computers don’t have the necessary coordination to operate complex control schemes easily. of course, you could allow alternate bindings for these skills, but using those bindings by default could cause some difficulties for players who barely have basic WASD movement coordination