| ▲ | epaga 7 hours ago | ||||||||||||||||
Thanks - yeah this is a tricky problem since on the one hand I don't want to frustrate users not being able to pause/unpause but on the other hand I need to not let them unpause too soon and have the ship be in the wrong position. Currently it should be blocking unpausing until step 7 or so... and it also should auto-pause once the ship reaches step 8(?). I did both of these things for the reason you're saying, but maybe I need to do it even more "locked down", at least for the Basic Tutorial. | |||||||||||||||||
| ▲ | kqr 3 hours ago | parent [-] | ||||||||||||||||
For what it is worth, I ended up playing the tutorial mostly in real time, i.e. without pausing, because that felt more authentic. Under that constraint, I did have to play it three times to get proficient enough with the tools to succeed, but it was a lot of fun to figure it out under time pressure too. Something that helped me a lot was exploring how the firing solution changed when I changed various parameters in the TDC. I don't know if there's a way to build that kind of exploration into the tutorial. Maybe by splitting it up into segments, asking the user to handle only one measurement at a time, and illustrating how the firing solution changes? It is, however, annoying to start up the tutorial and click next-next-next-next to dismiss all the text when playing around with its scenario. Maybe a "dismiss tutorial text" button somewhere in the start of the tutorial? | |||||||||||||||||
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