- Oct 25, 2017
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- 136
Respectfully, I don't think a video is the way to approach this. This is a text-centered game. You kind of have two approaches to a "How to Play" video.Most of the things people are asking for in an integrated tutorial could just as well be provided by a video walkthrough with some commentary, just saying.
1) In any reasonably-paced playthrough, people are kind of flying through it. So the effect would be that someone is talking while a bunch of text is flying by, with pauses at the important bits to explain. This allows you to, with tight pacing, get to commanders, multipliers, and t1 breaks, maybe even a t2 break if you extend it a bit past 15 minutes, but the effect will be "this person isn't reading any of the text in this text game" with a side of "How can I tell what text is important and what text isn't?"
2) Or, someone would be crawling through the game, leaving plenty of time to read all the text (or reading it aloud to the viewer), and in 20-30 minutes they'll finish the first battle, which gives the player some of the information (here's how the first surround works, then defense goes up and future surrounds are harder), but they still lack the key step of how to build up a large multiplier. Stay tuned for part 2 where a second Chosen joins the battle? After 2 hours they'll get to the part where they summon a demon commander that can actually do some damage? Is anyone going to stick around for that?
Of course, if you've got a different idea that doesn't fit either of these formats, there's nothing stopping you from making one.
This could work as a toggleable option, but how do you tell people, "This is how you build up a x12 multiplier so you can break T1?" in a game where the Chosen personalities are randomized? Also, I don't know Java super-well, but there'd be a lot to implementing this, because it's a change to text that's already been output. Currently CS is set up to output text and move on--this changes text that's already been output which can result in a lot of programming overhead. Changing the buttons, though--that'd be much more easily doable.Nah I think we have plenty of guides (with the exception of a broader strategy guide that I mentioned earlier). No more txt files haha.
The game needs more visual representations of:
1) Potential options, and
2) Potential consequences
How that is achieved, I don't know, because I don't know enough about programming to determine the difficulty of implementing things. But something which helps in some games I've played with bone-crushing depth (Songs of Syx for example) is colour-coded arrows which show what your action is about to do, a preview of sorts.
So for example, you hover over Slime, and it does this, if the Chosen has PLEA as a minor:
View attachment 3087653
Two arrows for significant, three for core.
This could also work for surrounds and circumstance damage, where Grind would show the gain to HATE, but also the corresponding gains to traumas and how much the player should expect.
However I don't know if hovering tooltips/previews are possible within the engine. And I don't know if CSdev would want to implement a whole new "preview" step for each attack, as that would add an extra button press to combat...