j0g32 Posted August 28, 2018 Share Posted August 28, 2018 In this thread we want to post and discuss the progress of the official tutorial level, which shall familiarise new players with the basics of C&C game mode. Guidelines: Let players learn, explore and experiment at their own pace Treat players with respect (and not as idiots), but provide guidance where needed "Learning by doing" and applying the information in practical examples Realistic look and feel within the rules of C&C game mode Setup & Flow: The player spawns in a GDI Basecamp as Tier 0 (free) soldier, i.e. new recruit, and is subsequently treated as such Tooltips give concise instructions how to do things HUD markers and objectives will guide the player to points of interest, e.g. buildings At POIs, content/tasks are explained in short monologues via stationary NPCs, or EVA or radio messages The physical layout of POI and the order in which their HUD markers may be highlighted will follow a logical order, but the player is free to explore and activate (some of) the POIs in any order POI tasks will gradually increase in scope (e.g. obstacle course, capturable tech buildings, defend harvester, mines, attack enemy outpost, commander mode, up to finally destroying the entire enemy base), thereby enabling the players to apply earlier lessons choose their preferred way of completing a task Quote Link to comment Share on other sites More sharing options...
j0g32 Posted August 28, 2018 Author Share Posted August 28, 2018 layout of flow: first sketching out of the level: 6 1 Quote Link to comment Share on other sites More sharing options...
j0g32 Posted September 3, 2018 Author Share Posted September 3, 2018 some more progress on the base layout and landscape 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 3, 2018 Totem Arts Staff Share Posted September 3, 2018 I would say add rep pad too Quote Link to comment Share on other sites More sharing options...
j0g32 Posted September 3, 2018 Author Share Posted September 3, 2018 Yeah, there's a lot of open spaces. The only "constraint" is that the RepPad should ideally be located "after/behind" the WF, when the player is leaving the training grounds. I feel in the centre between AGT, PP, WF, and Ref would make sense? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 3, 2018 Totem Arts Staff Share Posted September 3, 2018 3 hours ago, j0g32 said: Yeah, there's a lot of open spaces. The only "constraint" is that the RepPad should ideally be located "after/behind" the WF, when the player is leaving the training grounds. I feel in the centre between AGT, PP, WF, and Ref would make sense? Ye Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted October 30, 2019 Totem Arts Staff Share Posted October 30, 2019 We are resurrecting this project, Who ever is interested to see it happening, contact me on discord 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted April 18, 2020 Totem Arts Staff Share Posted April 18, 2020 It's still an option if any programmers are ready to help Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 20, 2020 Share Posted April 20, 2020 Just don't attempt to remake the oldRen tutorial level but instead have a fresh tutorial level with influences of the old one. A 1:1 tutorial level remake doesn't help when there are things not in the original Ren anyway imo. Besides, I think RenX should have a Nod-based tutorial level instead of a GDI-based tutorial level as Nod have certain things which do not transfer onto GDI so it might be more beneficial. Perhaps use of the survival bot spawners will help too after a certain point in the tutorial 2 Quote Link to comment Share on other sites More sharing options...
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