Talking on the flamethrower thread has given me an idea which I'd like to discuss:
- Tutorial mod (Well, NO. Not few characters of text on screen. Actual ACTION with explanation - and sound - and cookies)
He was talking about the Warsow in-game tutorials (which are most like entry #2, below).
Here are the ideas that have spawned after that:
1) I don't see what's stopping anybody from doing a tutorial video (or an entire series) for Trem. Grab in-game demo, convert to video+sound, edit, add commentary, encode, distribute. I've already seen excellent examples, albeit few:
http://www.youtube.com/watch?v=6MEDVF9Xj-Qhttp://www.youtube.com/watch?v=FZJc3p0A8yQhttp://www.youtube.com/watch?v=KjNf05AeHtY2) Granted, in-game tutorials are very cool because only the commentary track takes any space, the rest being in demo format (I'm guessing). But I'm not sure if the Trem client is capable of playing demos that switch first-player with spectator (ie. completely free) point-of-view. I'm quite sure it can't play demos that have a custom soundtrack added (there being no such thing).
3) I was actually contemplating another approach to tutorials, one I've seen in games such as the venerable Oni from Bungie: interactive tutorials. It's basically a map which forces you to go through the basics step by step, with console commentaries.
In Oni, the tutorial featured a series of rooms where the player was given simple tasks and the game would detect when they were finished and allow access to the next room. Things like hitting targets with weapons, taking on one, two or three enemies at a time, jumping, running, using switches etc.
It may sound tedious but I think it would be an excellent method of introducing new players to the game.
Now, questions for (3):
* Can the map engine detect when such things happen: all the bots in a room have died, player has reached a certain spot, player has activated a certain switch.
* When that happens, can it make it so that a new door opens, which then shuts forever once the player has passed it?
* Is there an easy way to package such a map for new players? Even assuming it would be a "normal" map (ie. not require any customization of the engine), it would still need the local server to be running and the tutorial map to be installed.
* Actually, forget about there being no customizations. You would need bots, possibly evo/credits manipulations, spawning the player as a certain alien or with certain weapons etc.
* Is it possible that if a player fails a task to respawn in the same room, and the room be reset? Ie. bots respawned, objects replaced etc.
* Detection of "failure". It's correlated with "detect when things happen" above, but reacts if those things haven't happened in a certain amount of time or if the player dies, grabs the wrong weapon, runs out of credits etc.