Hi,
I'm grateful for your feedback. This is the kind of feedback that lets me know what examples to add.
Did you watch the video tutorials? They demonstrate some of the most common quest types in games (exploration, fetch/kill quests, timed quests). Were the videos helpful?
Was the tutorial example I provided above helpful? If so, I'll plan to record a video version to help others in the future.
Creating in-game tutorials
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- Posts: 11
- Joined: Tue Apr 23, 2024 12:23 pm
Re: Creating in-game tutorials
I have seen this series of tutorials, I have reviewed them many times, but there are still a number of unanswered questions. The lessons pay a lot of attention to the dialog box, the quest log.
1) As I said in the previous post in Quick Start, I would like to see something similar to a functional diagram, what interacts with what and how, where and what scripts need to be placed, and then only the settings details. Otherwise, after this video, you spend a long time thinking why you should click this and why you should click that.
2) I would like to see a lesson on saving quests, namely how to save and load a quest using the built-in system and an external save system (for example, easy save system [It is necessary because some sites require the use of their own save system]) with subsequent configuration of the system from a script.
3) There was not enough example for implementing quests in a turn-based game, where the completion of some mission I built something. (I may be being picky here.)
1) As I said in the previous post in Quick Start, I would like to see something similar to a functional diagram, what interacts with what and how, where and what scripts need to be placed, and then only the settings details. Otherwise, after this video, you spend a long time thinking why you should click this and why you should click that.
2) I would like to see a lesson on saving quests, namely how to save and load a quest using the built-in system and an external save system (for example, easy save system [It is necessary because some sites require the use of their own save system]) with subsequent configuration of the system from a script.
3) There was not enough example for implementing quests in a turn-based game, where the completion of some mission I built something. (I may be being picky here.)
Re: Creating in-game tutorials
Thanks. I'll add videos for those three points.