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View Full Version : Rookie, Intermediate, and Master Tutorials



RAINFIRE
01-23-2009, 04:06 AM
I think that we should have more tutorials for the user to have the ability to watch, We already have the basic materials on how to use the different items with each other, but... it kinda feels like they just said ok here are the tools, and dropped you off the cliff as a mama bird would do to its chick to make it fly. They did not give us any tricks or anything for level design, challenges, gameplay elements, ziltch, notin', nada. Now they could still do this and help us with gameplay elements (there is a thread of MM giving some tips away for survival challenges and it is a video) I think that there should be additional, optional tutorials. Starting with the Rookie tutorials with certain techniques such as using permanent switches or inverting switches, and creating a basic level design and plan and using the shapes that you have to create the obsticles that you have. After you are done with those, you unlock the Intermediate tutorials. This would be introducing something like the different kinds of switches such as AND and OR and starts to focus on a bunch of gameplay elements such as the minigames. And then come the Master tutorials, which in it come, using all of the shapes, the corner editor, the different materials, stickers, and decorations effectively to make custome objects. Creating custom stickers/custom costumes. Creating ADVANCED uses of switches to create ADVANCED gameplay elements in your level. Using switches to create ADVANCED bosses such as ones that change sets of moves and movements and such (like the REX boss as an example). It will be like having your own personal tutor in the game to help you out with using the editor. I myself would gain A LOT! from this and i think it could be helpful to loads of people.

So, what do you guys think?

Cheers!

Trap_T
01-23-2009, 04:09 AM
I think MM wanted to see how far the community would evolve on its own.

RAINFIRE
01-23-2009, 04:14 AM
yeah and i agree with that all the way, but some fly like an eagle (song reference :p) and some will fall like a rock and try to fly on the way down. Not that we do not have developed creators out there, but the rookie ones are suffering. This... personal tutor will be of great benefit not only to the creators that choose to look into these tutrials, but to the community as a whole who will be able to see more great levels, and less rubish ones.

Cheers!

Trap_T
01-23-2009, 04:15 AM
Maybe the community can create the tutorials also.

Didn't MM call it "Communal Creativity"? or something.

Tyler
01-23-2009, 04:36 AM
Lol... next few years we'll have a LittleBigPlanet where you're a Sackperson who designs LittleBigPlanets in the game itself.

RAINFIRE
01-23-2009, 04:57 AM
Maybe the community can create the tutorials also.

Didn't MM call it "Communal Creativity"? or something.

Great. I love it. But MM would need to do some major brainstorming to have the community pull of quality tutorials whenever they would make one.


Lol... next few years we'll have a LittleBigPlanet where you're a Sackperson who designs LittleBigPlanets in the game itself.

HAHAHA you think that what i am asking is too much. But yes i think that this could be accomplished with a simple update in the future. But, yes, what you described could very well happen in our life times, and I would love ot be there to experiance it in full.

Cheers!

Trap_T
01-23-2009, 05:00 AM
Why would MM need to brainstorm for community made tutorials? ;S

Whalio Cappuccino
01-23-2009, 05:08 AM
Why would MM need to brainstorm for community made tutorials? ;S

To prevent tutorials like this;

How To Make A Trophy Level 101.


:p

RAINFIRE
01-23-2009, 05:11 AM
no they would need to do some MAJOR brainstorming on how to pull off how they would add additional tutorials that have been created by the community with the same very high quality of the current ones that there were, with the video, the commentary, the actual tutorial, and all of the additional and crucial parts they may add with these tutorials, my brain hurts trying to think about it, my only solution is that MM will take in a team of people that will create tutorials for these people, and will take them on as projects, adding a few more tutorials a week, which would add longevity to the create aspect of the game. But this group of people would only add ones that they deamed worthy enough and fit enough to be turned in to a tutorial.

Cheers!


To prevent tutorials like this;

How To Make A Trophy Level 101.


:p

Well... that too. You said most of what i said in one line. 0.0 your amazingness astounds me Whaaaaale.

Cheers!

Elbee23
01-23-2009, 08:51 AM
Well, I've made 3 "tutorial" levels so far, the "Dr. Spongehead How to..." series is linked in my signature. I've got a project thread talking about it as well somewhere.

It takes time to write, build and play test them though, about 10-15 hours each. If I keep working on just those I can't make any other "normal" levels.

Another creator expressed interest in doing some of the topics I have not covered yet, but he has not published any of this yet.

But things are being done, slowly but surely. ;)

RAINFIRE
01-23-2009, 03:43 PM
yeah thats great to hear... Although ones from MM would probobly rock the house if you know what i mean.

Wyth
01-26-2009, 12:20 PM
Well there is ofcourse the levels where the community comes up with themselves, they are quite a bit cheaper and they kinda work.

What tutorials might do is limit the creativity. When MM shows advanced ways to use a switch or a wobble bolt, less people experiment with these. Due to expirimentation and INexperience with the tools, people get the crazies ideas on how to use something and what they can do about it. A tutorial might limit the things people do with stuff and this might be the reason why they let us muck about ;).

Rustbukkit
01-27-2009, 01:56 AM
Well there is ofcourse the levels where the community comes up with themselves, they are quite a bit cheaper and they kinda work.

What tutorials might do is limit the creativity. When MM shows advanced ways to use a switch or a wobble bolt, less people experiment with these. Due to expirimentation and INexperience with the tools, people get the crazies ideas on how to use something and what they can do about it. A tutorial might limit the things people do with stuff and this might be the reason why they let us muck about ;).

This is what I was thinking as well. For myself, I began playing around with many of the tools and things on my own before I even knew of this forum or any of the great tutorials people have posted on YOUTUBE (you might want to check them out ;)). Had I not done so, I don't know that I would have thought to use certain tools and materials the way I have, creatively speaking.

At the same time though, I understand and agree to some extent with what your saying. Some of the in-game tutorials are simply too short and leave out important features of some of the tools that took me forever to figure out. Things like how certain tweak modifiers affected what I was bulding or how it could be used to my advantage... or in many cases, dis-advantage. Or why certain switches and their function modes (ie. on/off, speed, 1shot, etc.) would not work with some objects or materials as opposed to others.

Not sure what the solution here is, but I definitely recommend searching LBP Tutorial on Youtube for better results than you will likely get from MM.

DeliciousDuo
01-27-2009, 10:45 PM
I couldn't agree more.
What a learning process making your first game can be, but soon you find yourself asking the most specific questions.

And I can't believe they never teach you about dark matter!

S-A-S--G-U-N-R
01-28-2009, 06:54 AM
I couldn't agree more.
What a learning process making your first game can be, but soon you find yourself asking the most specific questions.

And I can't believe they never teach you about dark matter!

I think there should be more tutorials, at least containing dark matter at some point. But I'd already heard about dark matter from someone before I got the game. The place when you learn the most is definately in creating.