I’m working away on Space Hulk Campaigns at the moment and I’ve started thinking about manuals and tutorial levels.
How do people handle tutorial levels? To me the tutorial seems to be completely seperate from the normal run of the game engine.
I might for instance give the tutee 3 marines and set them up in a level where I can predict whats going to happen, a room, with a door and a corridor. Put a blip in the corridor to explain combat. I can then put up narrative boxes to decribe the steps in finding and destroying the aliens. However, what if the user decides to go off at a tangent, ignoring the actions the tutorial asks them to take?
I’ve seen games handle this loads of times but I’ve never really worked out how commerical games impose this almost enforced scripting engine over the their original game engine?
Anyone got any ideas/experience?
Kev