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Question by srikaran_p · Oct 09, 2016 at 09:16 AM · c#uitutorial

How to add a tutorial to the game?

Hello everyone,

I am making a game where the player moves around and saves drowning people. Now, I want to make a tutorial in my game so that the user understands what he has to achieve in the game.

For eg. In Temple Run, when we play for the first time, it tells us to swipe up to jump when we go near the obstacle and swipe left or right to turn.

So, basically, I want to do that so the player understands how to play the game. May I get a few suggestions on how to do this? I have no idea on how to do this.

Thank you very much.

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avatar image tanoshimi · Oct 09, 2016 at 09:20 AM 0
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So what's stopping you? What's your question?

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Answer by diabloIM · Oct 09, 2016 at 09:55 AM

Your question is too abstract to provide a concrete answer. But in general, I've used two kinds of approaches in the past. First is to have a tutorial scene, that you load additive over your main game's scene. The tutorial scene will have the necessary direction arrows and text and whatever you need.

The second method is to create all the turorial objects in your main scene itself, but disable them when not needed. I personally like the first method.

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avatar image srikaran_p · Oct 09, 2016 at 11:27 AM 0
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Thank you, @diabloI$$anonymous$$ sir for your suggestions. Yes, I know that it is a vast question but I was short of ideas. I'll surely try to implement your method.

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Answer by BugFighter · Oct 09, 2016 at 10:03 AM

Well, depending on your game and its complexity but also on the structure of your game you have to decide between two basic solutions:

You could add a seperate scene to teach people how to play. This is easy to do (since you just add a scene that behaves differently) and if you want your tutorial to be different from the rest of the game then this is what you need.

OR

You could add some UI/Scripts that get triggered when you start playing. They can either work on every run in the game or only be triggered once ever.

In the end it really depends on the game (yours seem to be better off if you use the second method). You should really come up with it on your own since things like that define your game and give it character. Some games just tell you what to do, others just throw you in, don't tell you anything but don't have time restrictions or other limitations in the first level.

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avatar image BugFighter · Oct 09, 2016 at 10:04 AM 0
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sorry for the double post, the first answer was probably postet while i was typing

avatar image srikaran_p · Oct 09, 2016 at 11:25 AM 0
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That's ok, @BugFighter sir for the double post. Thank you for your suggestions. I 'll try to implement them and let you know.

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