Defining Awesome — Picture tutorials
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  • Picture tutorials

    Written by . Posted at 7:19 am on February 13th, 2011

    I decided that the video tutorials aren’t such a great idea. The controls in Link-Dead aren’t that complicated (especially in the next release it will be super simple). Sometimes you just need to take a look for a second to know what to do. So the best way to do this is a picture.

    Take a look at these example picture tutorials and tell me what you think. I want to make more of these for each movement/action and put them in some sort of Field Manual which would be available under F1.

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    13 comments.

    1. Ledge drop is there twice.

      Anyways, looks good or whatever.
      More releasing less todo concepts :U


    2. Fixed.


    3. It would be more ituitive to have a character on every pictures moving from left to right. On a first glance the “drop from ledge” picture looks like climbing.

      Greets!


    4. Angular momentum does not change without external torque.
      How is it possible for a character to magically gain it midflight?

      Of course this is just a videogame, I suppose it’s a doublejump sort of thing.

      But still…


    5. Yeah, that’s a good addition. But you’re not going for the tutorial-level though?
      You could have a step by step instructional level, like “walk to that platform using A and D” ->player walks to platform -> “To drop from the platform, press S.” etc. etc. (you could even use these pictures as a guide in-game), and then when the basics are through, let the player collect stuff around the level. After he completes, he is allowed to play online. Or sth like that.


    6. They ´re well done really, but as Tenshi said i would ALSO add a tutorial level.


    7. nice idea. simple but still effective.

      another idea would be to convert them to “animated” gif-images. so for the “Moving up”-action you could split up the image into these three frames for example:
      1. shows the player on the left (“point cursor above player”)
      2. shows the player while climbing up (“run left [A] or right [D]”)
      3. shows the player on the right


    8. @FinDude

      Lol… right on with the angular momentum.


    9. I agree with yfan about keeping the direction consistent. Very good idea with these, I think they are easier to understand than a fast paced video.


    10. Thanks guys.

      FinDude: JEDI powers.


    11. Oh I see… It reducing fall damage still makes no sense.
      Same thing could be done by just continuing rolling from ledge, or holding crouch while landing to immediately land while rolling, without having to include religious undertones to the game.

      Also, why is uberman armor damaged by falling?

      How about regular momentum? Will a jump at full run speed have more range than the usual hop? Right now it does not happen.

      On a completely different subject, could I get into the priv alpha club?


    12. This is an example of where we have to sacrifice realism for fun.

      //Also, why is uberman armor damaged by falling?

      Why are bones damaged by falling?

      //How about regular momentum? Will a jump at full run speed have more range than the usual hop? Right now it does not happen.

      That’s too much like Prince of Persia, I’m ditching that movement system.

      //On a completely different subject, could I get into the priv alpha club?

      Aren’t you in?


    13. Viewtiful Dre

      Will you make any game play videos of this game?


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