v 0.4.7 (tutorials)
Tutorials are now available in Tea For God.
It's been a while, though.
Initially, I wanted to break it into two updates with a set of tutorials for moving, shooting, etc. And another for loadouts and upgrades. But as I progressed and had a few personal misadventures, I decided to push a bit more and make it a single update.
To get the tutorials in, I had to add a few things. One is the tutorial system itself, of course. I wanted to hardcode each tutorial but it would slow down the whole development. And I know that I will need some simple scripting anyway. So I had to add a simple script to the game. This, of course, is going to find a use in the game.
To communicate things to the player, I needed an overlay system. This is another thing that will be useful - subtitles, HUD etc.
And I needed input prompts. I wanted to create some simple graphics for each controller but it didn't look that well and was a bit slow. That's why I added simple meshes with a system that highlights buttons (and does simple animations on them).
I wanted to have one more thing. Tutorials right now are not integrated into the levels/runs. I want to have a separate mode to work partially as a huge tutorial. And I want to allow people to discover stuff on their own and at their own pace. That's why there's a list of all tutorials available that can be explored at any time. Completed tutorials are marked accordingly (but that's tracked only if they are played after selecting a profile). But I don't want the players to spend time while playing tutorials and then forget, what did they learn. Pushing too much knowledge in a single batch doesn't work.
That's why I encourage to just try the "introduction" tutorial and then just play the game.
After you die you will get a list of suggested tutorials with a few words of explanation why those tutorials were proposed. For example, if you die because your reactor got depleted, the game knows that and suggest a tutorial about the reactor. After a tutorial is completed a few times, it is less likely to appear on the list. But that may still happen. The tutorials appear in order of their importance, when they were played and if they were played at all.
Mind that the tutorials, as they are now, may (read: most likely will) change. And there will be more tutorials. That's why I am grateful for any feedback about them or requests for more tutorials.
What's next?
Weapon crafting and finally different types of weapons.
Files
Get Tea For God
Tea For God
vr roguelite using impossible spaces / euclidean orbifold
Status | In development |
Author | void room |
Genre | Shooter |
Tags | euclidean-orbifold, impossible-spaces, Oculus Quest, Oculus Rift, Procedural Generation, Roguelite, Virtual Reality (VR) |
Languages | English |
More posts
- performance of a custom engine on a standalone vr headsetMar 27, 2023
- "Beneath", health system and AI changesFeb 16, 2023
- vr anchors and elevatorsJan 16, 2023
- v 0.8.0 new difficulty setup, experience mode, new font, performance updateDec 15, 2022
- performanceDec 02, 2022
- getting ready for demo udpate, scourer improvementsNov 15, 2022
- new difficulty + insight upgradeOct 31, 2022
- release delayOct 20, 2022
- loading times and early optimisationOct 17, 2022
Comments
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The game is still confusing to me to. I usually just play the quick game as a tourist and exit. I don't know how to avoid the turrets unless i just have to crawl.
Don't worry about that. The game is still being developed and for a while it might be still difficult or confusing. The most important thing that might be interesting to you is a mode that I plan to start working on in a few months. This mode will resemble a linear single player game and will introduce each concept one at a time.
That said, if there is something confusing, just ask. This way I will know what should be redone or requires a tutorial/more tutorials/different tutorials.
As for the distant turrets. You may switch off that section (Options/Play area and mark no crouching). I also plan to change quickgame setup a bit but that should happen in a few weeks.
Great update! I played through all the tutorials, but the navigation is still not clear to me. The tutorial describes to "follow the indicator", however I do not see such an indicator... Any pointers?
That's true. There is no info about the indicator. I'll add that.
For time being - the indicators are on display on your hand and on FADs (small displays attached to your forearms). The indicators differ a bit on both displays but they follow the same rule for each type of indicator. The directional indicator is an arrow that shows in which direction you have to rotate.
Thank you for your hard work. I must confess that I find the game already too confusing. I enter some menus and back away again in fear. I would urge you to make the game more accessible and enjoyable by simplifying and streamlining things, adding polish, not more combinations and permutations. Always try to look at your creation with the fresh eyes of someone who is new to it, as opposed to a developer who's been eyes deep in it for years. As Albert Einstein once said, "everything should be made as simple as possible but no simpler."
I am going to add a story mode that will be taking through the whole experience. I am almost sure that there is a group of people who will play that mode (that will last for 2 hours) and will be happy with the experience. Then some of them may do it again. Maybe a few times (as it will incorporate procedural generation). Most likely, there are not going to be any menus. There will be some UI bits that will work partially as mini puzzles, partially as tutorial for the main mode.This is going to happen and I hope that it will be a fun experience.
Having said that, I don't want to make just an experience. I don't want to just have "oh, you can walk around" effect. I want to make a game. A game that will get into some people's brains and they will think about different strategies, builds, etc. That's why it has to be complex enough. I do love roguelites. There are people who enjoy them too. That's why I need some gameplay mechanics that you may find not necessary.
And I do see faults in the current menu system and it is going to be reworked. I want to make the first contact with the game as easy as possible (ideally, there should be just one question right at the beginning and then the game should start, that is: you should enter the world and walk around). But it's not wise to spend time reworking the menus when there's no actual game.
Now there's content for maybe 10, 20 minutes? You can play it over and over but without anything more you will get the same thing that may get boring quite quickly. Polishing that and releasing a 10-20 minutes game is not what I'd like to do :(
That's reasonable and wise thing you said about looking with the fresh eyes. The thing that you don't see is a pile of things that were let go because of that. Again, the game is not finished, far from finished. I am working on the gameplay core loop and it is the middle part of the game. The menus and basically the whole structure is build to allow jump into that part and test it, experience it.
Just please, give it some more time, wait until I say "that's it, that's how I wanted the game to be, that's when you can actually play it as the whole thing".
But I feel that I should add an information about the game being "work in progress".
I appreciate all the thought you're putting into the game and I hope you achieve your vision.
In the interests of helping you make it a success, I'll offer the following feedback which I hope will be useful and constructive:
1. Reiterating my original comment first: Keep It Simple. Too many menu options and branching trees for skills or crafting sucks you out of the game instead of into it. If the total experience is 1-2 hours long, that's enough time to learn to play and enjoy checkers but not chess.
2. Tweak the procedural generation to maximize the length and width of corridors and to make turn radii larger. If the player is going north and you want to turn them south, let them walk around a more gradual bend. I've found that the current prevalence of tight turns makes me nauseous (and I have pretty good VR legs).
3. The areas with the gondola/ski-lift moving platforms are nice in that they open up the space a lot. They would be a lot more comfortable if they were a bit larger though. Maybe make them 2x2 instead of 1x2. Again, the tight turning is a bit nauseating. Also, the game's moving platforms are too fast which causes nausea and disorientation.
4. I recall seeing a moving train with cars on it and a turret on the other side. The goal being to use that cover. I would lean toward making the direction of the boxcars the same as the direction you need to move. Beyond that, I like the idea of jumping onto a moving conveyor or train and then avoiding bullets and shooting enemies much like Pistol Whip. Just make sure that the enemies appear ahead of you in the direction you're moving. Looking too much to the side while on a moving platform alto triggers nausea.
5. In such tight confines, too many exploding robots can be frustrating.
I love what you're doing with Tea For God. Your work with procedural generation and non-Euclidean spaces is cutting edge. Kudos for your creativity and hard work. I wish you great success turning this into a commercial product. I hope that my feedback helps tweak that final product so that it provides an improved user experience, gets solid reviews, and catches fire. Cheers!
Thanks again for your suggestions :) The game is still pretty far away from what I want it to be, and for a few months it may appear that it is going in an opposite direction to your feedback. But please try it out every few weeks as at some point I should be able to focus on that shorter mode that you should enjoy much more than the main roguelite mode.
Sounds excellent. Looking forward to seeing what you've done
Any comments and suggestions are welcome :)