First of all, Thanks for checking in to Fish Combat's first ever Steam Dev log!!!
I'll try to keep posting these as consistently as possible :)
Recently I completed the tutorial for Fish Combat and passed it around a bit for testing. This was a major milestone and something the game's been desperately needing for ages.
The game isn't exactly easy to understand without a tutorial...that said this tutorial has fallen flat on it's face...
No one I tested it on was able to understand how to have fun with the game from the tutorial so back to the drawing board it is!
A good friend of mine recommended Rocket League's tutorial as a good reference and damn were they right!
One of the major problems with Fish Combat is that its difficult to grasp how the game is meant to be played. For those who haven't checked it out yet, Rocket League's new Tut throws you straight into the most intense, exciting thing the game has to offer. Literally as soon as you boot up the game!
It pulls this off by using one of those "dreaded" quick time events. An interactive cutscene plays out showing your car racing towards a ball heading towards your goal, time pauses and a prompt appears to press the boost button. When you do, time unfreezes and your car just barely hits the ball perfectly to reflect it out of the goal zone.
This'd be the perfect way to introduce Fish Combat! I can keep the tutorial down to under a minute, teach players the buttons and intended playstyle, and show them the kind of epic moves they'll be pulling off once they master the game!
Now I've just gotta figure out the technical nightmare of a perfectly timed gameplay sequence quick time event before my funding runs dry . We got this! hehe...he (sweat smile)
