EDIT: PROJECT DISCONTINUED.
This thread is now the discussion about my Campaign Tutorial idea. I have split the general discussion into its own thread. Feel free to discuss the why, how, when, who and where of my idea here.
This is the idea:
I started working on a tutorial campaign for Xonotic. I am not part of the dev team of Xonotic, so this is basically for A. my own enjoyment and B. possibly other people's enjoyment.
The levels will be small and will try to teach the main concepts about Xonotic gameplay. The levels are race maps with a start and finish, where normally - at least in the first few levels - any time will make you pass that level. Unless of course that is the only way to check if the idea came across, for example in levels about gaining speed. The reason I went with a campaign consisting of smaller levels is so that it can be aborted at any point and be picked up again later, which allows more time, more levels and more depth.
The goal is to have it as self explanatory as possible, without walls of text needed to explain the idea to the player. Walls of text get ignored anyway and would need translating too. No use.
For example: I have made one small concept map that is about item pickup. Between the start and finish there is a hurt brush that takes 100 health. This means you can not make it to the finish without dying. Down some stairs is a mega health. Easy to find, but not clearly in sight. After picking up the megahealth the hurt trigger does not kill you anymore and you can finish and go on to the next level.
Feel free to add you won ideas for levels in this thread about level brainstorming.
This thread is now the discussion about my Campaign Tutorial idea. I have split the general discussion into its own thread. Feel free to discuss the why, how, when, who and where of my idea here.
This is the idea:
I started working on a tutorial campaign for Xonotic. I am not part of the dev team of Xonotic, so this is basically for A. my own enjoyment and B. possibly other people's enjoyment.
The levels will be small and will try to teach the main concepts about Xonotic gameplay. The levels are race maps with a start and finish, where normally - at least in the first few levels - any time will make you pass that level. Unless of course that is the only way to check if the idea came across, for example in levels about gaining speed. The reason I went with a campaign consisting of smaller levels is so that it can be aborted at any point and be picked up again later, which allows more time, more levels and more depth.
The goal is to have it as self explanatory as possible, without walls of text needed to explain the idea to the player. Walls of text get ignored anyway and would need translating too. No use.
For example: I have made one small concept map that is about item pickup. Between the start and finish there is a hurt brush that takes 100 health. This means you can not make it to the finish without dying. Down some stairs is a mega health. Easy to find, but not clearly in sight. After picking up the megahealth the hurt trigger does not kill you anymore and you can finish and go on to the next level.
Feel free to add you won ideas for levels in this thread about level brainstorming.
"Yes, there was a spambot some time ago on these forums." - aa