Project Stealth

Forums => Public Discussion => Topic started by: DreadStunLock on August 21, 2010, 03:17:46 PM

Title: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 21, 2010, 03:17:46 PM
Spy Movements:

Basic Movement

Pressing WASD keys on your keyboard will allow you to walk around the room.

While in motion press Q to perform a roll, there are 2 different rolls and they are executed depending whether you are standing up or crouched (Note changing speeds will not change the way you roll, but it will change the distance.)

Layout idea:

The WASD tutorial should be in a small room, followed by next room with a small maze just so that a player knows how to walk around more efficiently.
On the top part of the maze it should be just standing up running. At the end of the maze the player should be forced to crouch and go through a vent maze right underneath the floor of the standing up running.

Only by passing the running tutorial the player can access the crouching area test, Maybe add some kind of a noise meter just for the tutorial so when he runs he should keep his noise level the same for running and then when he is crouched he should make no noise of whatsoever.( If he does not the test will have to be reset by a button (think of Deus Ex stealth training).

By going through the vent maze crouched the player will finish the training of basic movements.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F6527%2Fmovementpstutorial.jpg&hash=48f56ab5ffce0a124f3f67405325d971848656d8)

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Jumping and ledge climbing

Jumping from high ground to lower ground and vice versa, climbing on a poll or zip lining down is the key to spies victory. Going through the front door is like going through the door of death. Explore your surroundings visit a map to learn more about it, memorize the vents to use it for a quick escape or for a surprise attack. For a player to jump press SPACE. Anything that looks like graspable by jumping will give you an edge to survival.

Different ways to jump

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F6526%2Fjumpingandclimbing.jpg&hash=f846409f0bcdbe5f023a3878d65e5da26e58ba09)
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 21, 2010, 03:21:54 PM
Advanced movements:

Wall-jump:

To perform a Wall-jump run up to any wall and press SPACE, this will automatically lock your spy into a running sequence of a wall jump and flip you 180 Degrees and face you few feet away from it.

How to train a player of why Wall-jump is useful?

Diagram below


Why Wall-Jump is useful?
Wall-jump is not made for a fancy spy action, It can save you from getting melee hit by a mercenary, or allows you to jump to an area which you cannot reach by normal jumping. Use it, examine it everywhere, be the master acrobat, and show your enemies that you can dodge bullets.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F2630%2Fwalljump.jpg&hash=211c31b76a9b1c77b78c8afeef5f2acf517483ea)


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Laser Trip Dodge

Laser Dodging allows you to bypass security lasers without overloading it with a shock gun or using a chaff grenade.

How to roll through the lasers?

To roll through the lasers without setting them off, stand up and roll through them by timing and the distance you are standing from the laser.

Disadvantages/Advantages

This will make a bit of noise, but you will rarely encounter a mercenary who will be guarding the laser grid. And it is a better way than leaving a trace of a chaff grenade or alerting the mercenaries that something is malfunctioned.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F9237%2Flaserdodge.jpg&hash=b6b538a289e6c10812b80ceff00c74af744c3163)
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 21, 2010, 03:22:16 PM
More comming soon...
Title: Re: Project Stealth - Tutorial Idea.
Post by: puuusianka on August 22, 2010, 02:58:08 PM
I didn't know you can make such nice map plans! You're hired man! :D
Title: Re: Project Stealth - Tutorial Idea.
Post by: CurdyMilk on August 22, 2010, 08:51:39 PM
Quote from: puuusianka on August 22, 2010, 02:58:08 PM
I didn't know you can make such nice map plans! You're hired man! :D
Maybe if he makes the tutorials himself they will use them.  Otherwise it isn't worth their time.  ;)
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 22, 2010, 08:57:41 PM
I am not sure how to do the gadget tutorial...

I am thinking of how to come up with every individual tutorial for all the gadgets.

Like how to use Alarm Snares, Spy Bullets, Heartbeat sensor etc. etc.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on August 22, 2010, 10:53:11 PM
Put a fake merc on one side of the wall and place the spy on the other.  Tell the spy to point heartbeat sensor at wall, shoot spy bullet on the wall, and shoot alarm snare wherever.  Doesn't have to be complex.  The spies just have to know the gist of the gadgets and all the advanced tactics would be learned through playing.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 22, 2010, 11:03:45 PM
I guess some of the gadgets can be shown via a video? Like in SCCTSP?
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on August 23, 2010, 04:01:15 AM
Not a bad idea at all.
Title: Re: Project Stealth - Tutorial Idea.
Post by: MulleDK19 on August 23, 2010, 04:48:00 AM
Quote from: Farley4Fan on August 23, 2010, 04:01:15 AM
...

I've never had a closer look at your name (Or rather listen). But if I say it out loud, it sounds like the danish phrase "Farlig for fa'en", which means "Dangerous, dammit".
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on August 23, 2010, 06:28:13 AM
Quote from: MulleDK19 on August 23, 2010, 04:48:00 AM
Quote from: Farley4Fan on August 23, 2010, 04:01:15 AM
...

I've never had a closer look at your name (Or rather listen). But if I say it out loud, it sounds like the danish phrase "Farlig for fa'en", which means "Dangerous, dammit".

Actually, Chris Farley was a comedian (he died awhile ago).  I'm a fan of his.  I was just Farley Fan, but I thought it would be funny to add a 4 in between like Kok4f4n.  Succubus never got the joke, at least I don't think he did.

Or, maybe I am just Dangerous, damn it.
Title: Re: Project Stealth - Tutorial Idea.
Post by: CurdyMilk on August 23, 2010, 07:10:59 AM
Quote from: Farley4Fan on August 23, 2010, 06:28:13 AM
Quote from: MulleDK19 on August 23, 2010, 04:48:00 AM
Quote from: Farley4Fan on August 23, 2010, 04:01:15 AM
...

I've never had a closer look at your name (Or rather listen). But if I say it out loud, it sounds like the danish phrase "Farlig for fa'en", which means "Dangerous, dammit".

Actually, Chris Farley was a comedian (he died awhile ago).  I'm a fan of his.  I was just Farley Fan, but I thought it would be funny to add a 4 in between like Kok4f4n.  Succubus never got the joke, at least I don't think he did.

Or, maybe I am just Dangerous, damn it.
This is my favorite I can't stop laughing.  http://www.youtube.com/watch?v=bTsdIYI1dY4 (http://www.youtube.com/watch?v=bTsdIYI1dY4)

Ok, back to the topic.  Dread you could make these tutorial maps in a week or so if they are simple enough.  Except idk how you would make the tutorial explain things to you as you go along.  That is the harder part.  I could make the level for you if you do the rest. :D  Not for awhile of course until closer to the release.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 23, 2010, 11:47:58 AM
Quote from: CurdyMilk on August 23, 2010, 07:10:59 AM
Quote from: Farley4Fan on August 23, 2010, 06:28:13 AM
Quote from: MulleDK19 on August 23, 2010, 04:48:00 AM
Quote from: Farley4Fan on August 23, 2010, 04:01:15 AM
...

I've never had a closer look at your name (Or rather listen). But if I say it out loud, it sounds like the danish phrase "Farlig for fa'en", which means "Dangerous, dammit".

Actually, Chris Farley was a comedian (he died awhile ago).  I'm a fan of his.  I was just Farley Fan, but I thought it would be funny to add a 4 in between like Kok4f4n.  Succubus never got the joke, at least I don't think he did.

Or, maybe I am just Dangerous, damn it.
This is my favorite I can't stop laughing.  http://www.youtube.com/watch?v=bTsdIYI1dY4 (http://www.youtube.com/watch?v=bTsdIYI1dY4)

Ok, back to the topic.  Dread you could make these tutorial maps in a week or so if they are simple enough.  Except idk how you would make the tutorial explain things to you as you go along.  That is the harder part.  I could make the level for you if you do the rest. :D  Not for awhile of course until closer to the release.

See the problem is not the layout, but the fact that how it's going to teach others....like why to use them why convince them to use it, disadvantages/advantages... Layout can be done by PS in 10 minutes :/ But teaching others, the new community.. that the hard part.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 23, 2010, 12:02:31 PM
Quote from: Farley4Fan on August 22, 2010, 10:53:11 PM
Put a fake merc on one side of the wall and place the spy on the other.  Tell the spy to point heartbeat sensor at wall, shoot spy bullet on the wall, and shoot alarm snare wherever.  Doesn't have to be complex.  The spies just have to know the gist of the gadgets and all the advanced tactics would be learned through playing.

Fake merc doesn't really make it interesting, as I said before I asked Frvge if they can make a simple AI for Mercenaries and Spies just for the tutorials, so it would be interesting for the new players to play the tutorial and not feeling bored.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Cronky on August 23, 2010, 09:05:25 PM
Quote from: DreadStunLock on August 22, 2010, 08:57:41 PM
I am not sure how to do the gadget tutorial...

I am thinking of how to come up with every individual tutorial for all the gadgets.

Like how to use Alarm Snares, Spy Bullets, Heartbeat sensor etc. etc.

Alarm Snares seems like it'd be one of the hardest one to give a tutorial about. Since you don't have the perspective of both Spy AND Merc, the tutorial wouldn't be able to show the effects that the snares have on the Merc.

I think it would have to take a combination of both visual and text explanations. (as all the tutorials do...)

Such as you enter the tutorial level, and you again have the noise meter. The text explains that the Alarm snare is a way to mask your movement. It tells you to shoot off an alarm snare anywhere in the room and it shows the Noise Meter start bumping up the scale (The further away, the less it bumps up). Another text explanation tells the spy that the Alarm Snare indicates noise in the direction that you shot it, thus the Merc's Sound Indicator will point in that direction.

Unlike your other (VERY NICE!) tutorials, I can't see a way you could "Fail" this one. Lest there were some AI Merc that say... Looked in the direction that you shot the alarm snare, and the point was to sneak past him. Course that doesn't really explain that it's used to Mask sound, not just to fool the Merc into looking in another direction.

Or the tutorial level flips between both Spy and Merc to show both cause and effect.

Or you just make a video tutorial for that one. ;)
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on August 24, 2010, 01:22:25 AM
Quote from: DreadStunLock on August 23, 2010, 12:02:31 PM
Quote from: Farley4Fan on August 22, 2010, 10:53:11 PM
Put a fake merc on one side of the wall and place the spy on the other.  Tell the spy to point heartbeat sensor at wall, shoot spy bullet on the wall, and shoot alarm snare wherever.  Doesn't have to be complex.  The spies just have to know the gist of the gadgets and all the advanced tactics would be learned through playing.

Fake merc doesn't really make it interesting, as I said before I asked Frvge if they can make a simple AI for Mercenaries and Spies just for the tutorials, so it would be interesting for the new players to play the tutorial and not feeling bored.

you don't need an AI to make the merc move a bit.  The tutorial isn't supposed to be as fun as the real game.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 24, 2010, 10:27:18 AM
AI would be better because it would not move a mercenary same way as always, having a small AI is always a random movement around the course of the tutorial, it would not make a tutorial always static and ....blah-ish for people to do.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on August 24, 2010, 05:27:22 PM
Who's gonna play a tutorial more than once to see if the way things move changes?
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 24, 2010, 07:12:22 PM
....you clearly don't get the point so as K? says it kkthxbai
Title: Re: Project Stealth - Tutorial Idea.
Post by: unskilled on August 24, 2010, 10:23:18 PM
That don't need AI... it just need a little script ;)
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on August 24, 2010, 11:32:34 PM
Well if a script can do random paths and such then that would be good.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on August 24, 2010, 11:34:46 PM
I don't even think you need a random script just a squiggly path for the merc to go around so the spy can get the picture.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spekkio on September 01, 2010, 03:00:55 AM
This thread has already wasted too much time on a tutorial.

[old man voice]Back in my day, we used to learn how to play games by actually playing them! And we did it without infinite lives and without any continues, too! I'd like to see one of you kids beat the likes of Castlevania or Battletoads...you're so soft you make me sick![/old man voice]
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on September 01, 2010, 08:15:47 AM
Don't make fun of Agent.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on September 01, 2010, 09:08:40 AM
Quote from: Spekkio on September 01, 2010, 03:00:55 AM
Castlevania

Maybe when it gets some hitboxes that aren't fucked.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on September 01, 2010, 10:17:41 AM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F778%2Fcastle1u.jpg&hash=884039272a93dbffde82b67b729c9ab3bf3642c2)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F3438%2Fcastle2.jpg&hash=f509480f6e3a3cac91f2b7a38161c3223ab5baaf)

you know how mad i get at this?



so mad


so maaaaaaaaad
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on September 01, 2010, 11:07:02 AM
I see someone is constantly bored...
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 01, 2010, 05:13:49 PM
Quote from: Spekkio on September 01, 2010, 03:00:55 AM
This thread has already wasted too much time on a tutorial.

[old man voice]Back in my day, we used to learn how to play games by actually playing them! And we did it without infinite lives and without any continues, too! I'd like to see one of you kids beat the likes of Castlevania or Battletoads...you're so soft you make me sick![/old man voice]

Stop being a moron, the past is irrelevant to whether or not this game deserves a good tutorial. People have complained previously about SvM that it is hard to get to grips with; this isn't about you, so change your elitist attitude or fuck off because you really contribute nothing to this thread.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on September 01, 2010, 06:55:10 PM
Hey Ston3 what the hell happened to you? haven't seen u on xfire for a while
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 01, 2010, 10:57:06 PM
Just haven't been playing, been busy and I will be for the next few days, getting back into school mode :P
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spekkio on September 02, 2010, 12:01:48 AM
Quote from: STON3COLDKILLA on September 01, 2010, 05:13:49 PM
Quote from: Spekkio on September 01, 2010, 03:00:55 AM
This thread has already wasted too much time on a tutorial.

[old man voice]Back in my day, we used to learn how to play games by actually playing them! And we did it without infinite lives and without any continues, too! I'd like to see one of you kids beat the likes of Castlevania or Battletoads...you're so soft you make me sick![/old man voice]

Stop being a moron, the past is irrelevant to whether or not this game deserves a good tutorial. People have complained previously about SvM that it is hard to get to grips with; this isn't about you, so change your elitist attitude or fuck off because you really contribute nothing to this thread.
Tutorials contribute nothing toward PS.
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 02, 2010, 03:14:35 AM
I enjoyed that 'rebutal' of yours; whereas I can give a reason for a tutorial having a place in PS, all you can say is "Tutorials contribute nothing towards PS". That's the sound of someone who doesn't know when to admit they're wrong ;).
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on September 02, 2010, 09:15:53 AM
Quote from: STON3COLDKILLA on September 01, 2010, 05:13:49 PM
you really contribute nothing to this thread.

stone you do realise that every one of your posts is shit right


because they kind of are
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 02, 2010, 02:36:04 PM
You realise that you have also contributed nothing to this thread, making your post much worse than mine could ever possibly be? You realise that it doesn't make you cool or 'leet' to be so confrontational for the sake of it? I don't think you do, I think you're a forum dweller trying to be an internet hard man, but you're forgetting one key factor; substance. I could say "misty, you realise that ur gay? cuz u are" and I bet would sound ALMOST as retarded as you. Yet I'm making a point, and if you have nothing to say about it then you might as well go back to pretending you're above everyone when you're not ;).
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spekkio on September 02, 2010, 03:06:04 PM
Quote from: STON3COLDKILLA on September 02, 2010, 03:14:35 AM
I enjoyed that 'rebutal' of yours; whereas I can give a reason for a tutorial having a place in PS, all you can say is "Tutorials contribute nothing towards PS". That's the sound of someone who doesn't know when to admit they're wrong ;).
Your reasons are shitty and are entirely based upon speculation.

There isn't a single tutorial in existence that justifies the resources put into making it, but somehow you think a skeleton team of amateur programmers and graphics artists can make one that is. What makes you think that they're so special that they will succeed where every other dev team and publisher have failed miserably? It's been over four years and they still haven't even produced an actual game yet. Additionally, no matter who makes it, the more extensive a tutorial is, the more real gameplay content suffers... and for what? Because some idiot thought that people need elaborate video instructions to spoon-feed them how to play a game.

For some reason you keep thinking that an extensive tutorial is the panacea for CT's unpopularity, when really if you take a step back and consider all factors, CT was just a shitty game.

Ubisoft: "Oh hey, I know what would be great...let's make a map where you can't even get in unless your teammate helps you out. Then...then!!! if you do get in, we'll build these really narrow vents to the next section so that the spies can't defend themselves. That'll lead to fun times by all!"
QuoteYou realise ...
QuoteI enjoyed that 'rebutal'
omfg lrn2spell nub.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on September 02, 2010, 04:03:40 PM
yeah stone, i'm the one who's acting like he's above people. not, y'know, the guy demanding people stop posting becuase he just doesn't think their posts are good enough for him or anything.

go back to crying hax because someone was better than you at a video game, would you? it was still stupid, but at least it was funny.



ps if i was trying to be leet and a hard man i'd probably change my name to y'know something with leet and references to killing in it. you know like ston3coldkilla or something.
oh wait lol

Quote from: Spekkio on September 02, 2010, 03:06:04 PM
omfg lrn2spell nub.

let's get some us vs europe up in here, wooooooo
Title: Re: Project Stealth - Tutorial Idea.
Post by: CurdyMilk on September 02, 2010, 05:56:59 PM
Quote from: Spekkio on September 02, 2010, 03:06:04 PM
when really if you take a step back and consider all factors, CT was just a shitty game.
???
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on September 02, 2010, 11:31:54 PM
Quote from: B-3A Misty Lady on September 02, 2010, 04:03:40 PM
yeah stone, i'm the one who's acting like he's above people. not, y'know, the guy demanding people stop posting becuase he just doesn't think their posts are good enough for him or anything.

go back to crying hax because someone was better than you at a video game, would you? it was still stupid, but at least it was funny.



ps if i was trying to be leet and a hard man i'd probably change my name to y'know something with leet and references to killing in it. you know like ston3coldkilla or something.
oh wait lol

Quote from: Spekkio on September 02, 2010, 03:06:04 PM
omfg lrn2spell nub.

let's get some us vs europe up in here, wooooooo

Woooahhh, hypocrisy.  Especially the very first sentence.
Title: Re: Project Stealth - Tutorial Idea.
Post by: frvge on September 02, 2010, 11:37:42 PM
On topic!
Title: Re: Project Stealth - Tutorial Idea.
Post by: monterto on September 02, 2010, 11:51:33 PM
I can feel you all inside me
Title: Re: Project Stealth - Tutorial Idea.
Post by: frvge on September 02, 2010, 11:55:57 PM
Fine, if you guys misuse the not-Off-Topic posts by hijacking them, I'll just edit/remove as I see fit.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on September 03, 2010, 10:44:42 AM
Quote from: frvge on September 02, 2010, 11:55:57 PM
Fine, if you guys misuse the not-Off-Topic posts by hijacking them, I'll just edit/remove as I see fit.

I just really need to find a way of describing a next tutorial idea :/
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 03, 2010, 06:34:20 PM
Quote from: Spekkio on September 02, 2010, 03:06:04 PM
Your reasons are shitty and are entirely based upon speculation.

There isn't a single tutorial in existence that justifies the resources put into making it, but somehow you think a skeleton team of amateur programmers and graphics artists can make one that is. What makes you think that they're so special that they will succeed where every other dev team and publisher have failed miserably? It's been over four years and they still haven't even produced an actual game yet. Additionally, no matter who makes it, the more extensive a tutorial is, the more real gameplay content suffers... and for what? Because some idiot thought that people need elaborate video instructions to spoon-feed them how to play a game.

For some reason you keep thinking that an extensive tutorial is the panacea for CT's unpopularity, when really if you take a step back and consider all factors, CT was just a shitty game.

Ubisoft: "Oh hey, I know what would be great...let's make a map where you can't even get in unless your teammate helps you out. Then...then!!! if you do get in, we'll build these really narrow vents to the next section so that the spies can't defend themselves. That'll lead to fun times by all!"
QuoteYou realise ...
QuoteI enjoyed that 'rebutal'
omfg lrn2spell nub.

They're not based upon speculation; I know many that some of my friends and many people on forums have had trouble coming to grips with a game. Tutorials aid in learning to play a game, and I think CT can benefit from that considering the general consensus I've heard about the game's learning curve. You tell me what's so wrong with that rather than saying that other teams have failed to make engaging tutorials, now THAT'S speculation, Spekkyo, so don't tell me that MY reasons are shitty when in fact you're contradicting yourself. To say a tutorials doesn't justify the resources put in is very subjective of you, and quite irresponsible as you have NO background in the gaming industry; how could either of us know? I'd rather trust a team of developers making a tutorial to know it justifies the effort than somebody like you. I don't think the tutorial is the reason for CT's unpopularity, that's your own SPECULATION ;). Oh, and I'm sorry I forget the extra 't' in 'rebuttal', maybe next time I'll change the 'i' in your name to a 'y', I bet that would piss you off... oh wait, I did. I'm such a rebel! Also, maybe you should expand your general knowledge, maybe then you would 'realise' that you use an 's' instead of a 'z' in the United Kingdom ;).

Quote from: B-3A Misty Lady on September 02, 2010, 04:03:40 PM
yeah stone, i'm the one who's acting like he's above people. not, y'know, the guy demanding people stop posting becuase he just doesn't think their posts are good enough for him or anything.

go back to crying hax because someone was better than you at a video game, would you? it was still stupid, but at least it was funny.



ps if i was trying to be leet and a hard man i'd probably change my name to y'know something with leet and references to killing in it. you know like ston3coldkilla or something.
oh wait lol

Quote from: Spekkio on September 02, 2010, 03:06:04 PM
omfg lrn2spell nub.

let's get some us vs europe up in here, wooooooo

I'm not demanding he stops posting, I just think it's ridiculous to have such a negative, outdated idea about tutorials. You ARE acting above people in my opinion, that's why you tried to put me down by saying I'm supposedly 'crying' for stating my opinion which differs from your own, and making fun of a nickname I made 5 years ago when I was 12 years old. Crying 'hax'? I seen some very dodgy shots in that game; I played with Knooger afterwards and that eased my mind about him, but given your attitude I would NOT be surprised to hear that you were ;). That means I cried? No, it doesn't. Here's a tip; it doesn't make you cool to say 'stop crying', I'm sorry that I differ from the 'Nerds Manual To Combating Internet Insecurity' in my approach to conversation :). As for making references to 'leet', last time I checked, 'hax' is a form of the leet language. Your a fucking moron...

Sorry for the offtopic, but I feel that was necessary. At least first part of my post was actually related to tutorials :P
Title: Re: Project Stealth - Tutorial Idea.
Post by: B1nArY_001 on September 03, 2010, 07:21:22 PM
Quote from: Spekkio on September 01, 2010, 03:00:55 AM
This thread has already wasted too much time on a tutorial.

[old man voice]Back in my day, we used to learn how to play games by actually playing them! And we did it without infinite lives and without any continues, too! I'd like to see one of you kids beat the likes of Castlevania or Battletoads...you're so soft you make me sick![/old man voice]

That bout of nerd rage was sparked by this!?

A tutorial really shouldn't attempt to do more than familiarize the player with controls and the basic mechanics of the game. In that respect it could be said that the tutorials in CT for example, were effective. A player knowing nothing about the game had a chance to see how ziplines, pipe climbing, mantling and disabling security measures worked. The tutorials also give you a chance to take a look at hack panels, cameras, motion detectors, lasers etc so that you had some idea of what to watch out for once in a MP game. Taking the time to look around in a live game and get familiar with things was usually not an option. Any aspirations above that in a playable tutorial are foolish. Experience is the best teacher.

The Dev team has enough experience with this game type that if we choose to include a tutorial map in PS it will serve as nothing more than a chance for someone completely new to this type of game to get familiar with the very basics so that they don't start a game and run around all willy-nily tripping security devices without even the slightest clue how to disable it or control their character or what they should even be watching out for to avoid setting off alarms.

In my opinion the OP has every right to post this thread and his ideas. Anyone who thinks it's a waste of time doesn't have to read it and needn't concern themselves with other people's choice to read it and toss ideas around.

Carry on....
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on September 04, 2010, 12:49:17 AM
I'm sick of people acting all elite and above shit.  I remember someone saying they were offended by the game if it told the player of a tutorial in a message.  Like it was insulting their intelligence or something.  Grow up, you're a person, not a king.

You really can't know how many people the CT tutorials helped.  You can't say it helped no one.  If it didn't help you, then you were probably already above the level of knowledge presented by the tutorial.  So your opinion on the subject is kind of skewed.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on September 04, 2010, 11:42:55 AM
Quote from: STON3COLDKILLA on September 03, 2010, 06:34:20 PM
Sorry for the offtopic, but I feel that was necessary.

you might take the internet a little too seriously if you think you NEED to respond to someone calling you an idiot online
i mean srsly dude

the rest of your post was boring and didn't really make much sense so i don't think i want to respond to it. frvge would be all sad if i did anyway. try harder next time.

Quote from: Farley4Fan on September 04, 2010, 12:49:17 AM
You really can't know how many people the CT tutorials helped.  You can't say it helped no one.  If it didn't help you, then you were probably already above the level of knowledge presented by the tutorial.  So your opinion on the subject is kind of skewed.

See, that's the problem. Tutorials are only good for the most basic things possible. There's no way you can fit more advanced stuff in without it being huge and needing constant updates as new strategies come up. It is kind of a waste to make a map when all it's gonna do is tell people how to jump and that grenades explode.
I dunno if I'm against a tutorial in general, but it is hard to think of many games which had tutorials that weren't honestly pretty pointless. At least dump all this movement crap to focus on the PS stuff like visions and whatever. You think anyone needs training on how to jump? Even if they did, they can practice that shit without a special map for it. :/
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on September 04, 2010, 01:31:36 PM
Basic movement is stupid in a tutorial.  For spy it should focus on how he can navigate through the map (vents, ceilings, ziplines, pipes, etc), the kinds of objectives/security, and the effects of the gadgets.  Maybe some close combat things but obviously that is learned through playtime.  For merc it should focus on his visions and gadgets.  Things like target practice or a shooting range portion aren't necessary haha
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 04, 2010, 01:52:46 PM
Quote from: B-3A Misty Lady on September 04, 2010, 11:42:55 AM
you might take the internet a little too seriously if you think you NEED to respond to someone calling you an idiot online
i mean srsly dude

the rest of your post was boring and didn't really make much sense so i don't think i want to respond to it. frvge would be all sad if i did anyway. try harder next time.

No, I just think that sometimes, assholes like you need to be put in their place.
Title: Re: Project Stealth - Tutorial Idea.
Post by: unskilled on September 04, 2010, 01:56:14 PM
For Fucks Sake... is any tutorial learning newbies anything? I don't think so.
It just need simple screen with keyboard settings and overall overview.. nothing more.
Title: Re: Project Stealth - Tutorial Idea.
Post by: Spark Mandriller on September 04, 2010, 02:33:03 PM
Quote from: Farley4Fan on September 04, 2010, 01:31:36 PM
Basic movement is stupid in a tutorial.  For spy it should focus on how he can navigate through the map (vents, ceilings, ziplines, pipes, etc), the kinds of objectives/security, and the effects of the gadgets.  Maybe some close combat things but obviously that is learned through playtime.  For merc it should focus on his visions and gadgets.  Things like target practice or a shooting range portion aren't necessary haha

Yeah, and what's in the OP? "a small maze just so that a player knows how to walk around more efficiently". Now that is a waste of time.
Most of a tutorial could just be put in a .pdf or something, I've gotta say. I don't even know how a lot of things could be explained without a text dump. How are you going to tell someone that camo suits make you show up on EMF? Nothing a tutorial can do there that a document couldn't do more easily, and a document is a lot easier to make. Is there anything a tutorial could do better? I can't really think of much. It can let you try out items to see the exact range of a grenade or whatever, but someone could just do that by starting a game with no players. We don't need a tutorial for it. Seems pointless.

Quote from: STON3COLDKILLA on September 04, 2010, 01:52:46 PM
No, I just think that sometimes, assholes like you need to be put in their place.

stonecoldkilla, finding it necessary to put assholes in their place wherever he sees them


and i'm the guy who's trying to be a hard man huh
Title: Re: Project Stealth - Tutorial Idea.
Post by: VaNilla on September 04, 2010, 05:36:45 PM
That makes me hard? I didn't know you got so easily upset, maybe you're not the hard man you pretend to be after all...
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on October 23, 2010, 04:46:26 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5127%2Fprojectstealthspybullet.jpg&hash=b55b7aa98dd3055132aea54b5e4b927abeead9b4)



SPY BULLET - TUTORIAL IDEA CONTINUED


Hello again, since off-topic people killed my thread, I will revive it, after long time of thinking of how to do gadget tutorial I decided to have a go and improvise, so.

As you can see in a picture, it's got, 3 Towers, 4 Mercenary spawns(Green Boxes), Entrance (X), finish(O) and alot of blue lines around the mercenaries which represent the view of where they will look at.

Now the point of this tutorial Idea, is to teach the spies of how to use Spy Bullets.

But before that for this tutorial to be effective it should have few rules for spies to carry out in order to finish this part of the tutorial.

First, the spy cannot be detected by the mercenaries flash light.

Spies cannot jump on the mercenaries or else it will be a detection after they will wake up.

Spies need to place atleast 3 or more spy bullets and only 1 radar.

The blue lines which represent the line of sight, and the ones that are all around the mercenaries is actually they are pointing with the flashlight and looking around for the spy, I am guessing it should be a slow turning and in 1 pattern. For example the mercenary inside a pit, should look up and scan and rotate 360 degrees always. Same goes for the ones on a tower.

Now the interesting thing about the mercenary in the middle is that he can only be radar-ed, since dropping on him will result in mission failure and of course there will be a roof on top of him, I just removed it so it would be more clear. The spy will have to place a radar on whatever side of the wall they want, as long as the radar will track the mercenary on the middle.

Once the spy has 3 or more spy bullets on the mercenaries and has them all detected, the spy needs to carefully get to the O-zone to finish the course.

Well that it for now, comment and rate!
Title: Re: Project Stealth - Tutorial Idea.
Post by: Farley4Fan on October 24, 2010, 01:36:32 AM
I think this is about as complex as it should get in the spy tutorial involving a merc:

Spawn spy.  Spawn merc 10 feet away.  Say "This is a merc" (have the merc wave to the spy).  Say "The merc will fucking kill you" (have the merc kill the spy).

That should do the trick.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on October 24, 2010, 11:55:34 AM
Quote from: Farley4Fan on October 24, 2010, 01:36:32 AM
I think this is about as complex as it should get in the spy tutorial involving a merc:

Spawn spy.  Spawn merc 10 feet away.  Say "This is a merc" (have the merc wave to the spy).  Say "The merc will fucking kill you" (have the merc kill the spy).

That should do the trick.

Uhmm....eehh....not sure what to say actually...
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on October 26, 2010, 03:30:37 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F4884%2Fprojectstealthalarmsnar.jpg&hash=ced62d3a93a6a18c0664a1c74e63d314eb2bda8c)







Alarm Snares - Tutorial Idea

Yet another tutorial from me.


In this tutorial idea I wanted to show a way to new commers how they can utilize Alarm Snares.
Since in SCCT Versus, Alarm snares are absolutely useless, due to the fact that even without EAX you can hear them being shot out, and for EAX users almost every gadget is useless, In Project Stealth however things might change so anyway.

In this picture we see a maze type of a map. And there will be 2 Mercenary bots patrolling(Look at the purple and blue lines)

The idea will be to use Alarm snares to turn the mercenaries into what ever the way the alarm snare is shot. Also it would be a neat idea for them to shoot the alarm snare, and get back on their patrolling path.

The map should be pitch black and mercenaries should use flashlight at all times. (Makes it more easier for new commers to see if the mercenary is going your way)

As the last tutorial the spy cannot be detected or the tutorial will fail, and you will have to start over.

As you can see I placed pipe looking objects. They are meant to represent the laser grids. I was thinking of a trick to make some lasers invisible to the naked eye, and some should be in a red hue colour.

This will make the careless spies thinking there is only 1 laser they need to worry about, and the invisible laser which they never "Thermal Scanned" will result in a mission failure.

Also, Alarm snares generator high-frequency sound which makes a small malfunction in laser grids, causing them to activate an alarm, this action should also result in everyones most hated screen "You Lose"
basically you failed and you have to start over. This will teach the new commers of how to place alarm snares more efficiently and carefully.

Rules:

Mercenaries cannot be neutralised or killed in anyway.

The spy cannot trip the laser alarm, or place the Alarm snare too close to the laser grid.

Spy cannot be detected by a mercenary.

In order for a spy to win he has to get to the other side of the map and enter throught the doors.


------------------------------------------------------------------------------------------------------

Any suggestions? Comments? Always welcome, more comming soon...
Title: Re: Project Stealth - Tutorial Idea.
Post by: unskilled on October 26, 2010, 05:41:05 PM
Quote from: DreadStunLock on October 26, 2010, 03:30:37 PM
Since in SCCT Versus, Alarm snares are absolutely useless, due to the fact that even without EAX you can hear them being shot out, and for EAX users almost every gadget is useless, In Project Stealth however things might change so anyway.

lol, they are useless because players don't know how to use them.
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on October 26, 2010, 05:52:12 PM
Yup, but mostly noone does use them because they are extremely hard to master, and they are useful in some parts of the map.
Title: Re: Project Stealth - Tutorial Idea.
Post by: B1nArY_001 on October 26, 2010, 10:30:24 PM
There is a tutorial in the works.

It will not go into basic WSAD movement or attempt to teach strategy and gadget use.

Our goal with the tutorial is to provide a new player with a very basic understanding of the maneuvers the spy can perform along with exposure to the various passive security measures in the game. It will also briefly touch on ways to subdue or kill the mercenary. It will be up to the player to learn the more complex aspects of the game but we will provide them with the tools to get started.

The tutorial is being designed in a manner that allows the veteran players to complete it in around 30 seconds. You will not be able to bypass the tutorial on a re-install but you also won't need to spend 10 minutes completing it before you can play.
Title: Re: Project Stealth - Tutorial Idea.
Post by: B1nArY_001 on October 26, 2010, 11:13:43 PM
There are a lot of great ideas in this thread but where do you stop? One could literally write a book on SvM strategies and ways to use the equipment. For those of us who played PT and CT all of this seems simple and easy to absorb. Throwing this much information at a new player would be rather overwhelming.

It's my opinion that keeping PS alive after release will be up to the players. PT and CT had a large number of elitist players that made it very hard for a new player to learn the ropes. You either had a friend to teach you or got kicked from a server for being a "noob". While no one wants to lose and playing with a new player means losing in most cases, you are contributing to a declining number of people in the community when you refuse to play with a new player. I really hope PS doesn't see this trend carried over from PT and CT.

Those who understand SvM game play; take those new players under your wing. The vets can teach advanced game play far better than a tutorial could ever hope to ;)
Title: Re: Project Stealth - Tutorial Idea.
Post by: DreadStunLock on October 27, 2010, 12:17:35 AM
Quote from: B1nArY_001 on October 26, 2010, 11:13:43 PM
There are a lot of great ideas in this thread but where do you stop? One could literally write a book on SvM strategies and ways to use the equipment. For those of us who played PT and CT all of this seems simple and easy to absorb. Throwing this much information at a new player would be rather overwhelming.

It's my opinion that keeping PS alive after release will be up to the players. PT and CT had a large number of elitist players that made it very hard for a new player to learn the ropes. You either had a friend to teach you or got kicked from a server for being a "noob". While no one wants to lose and playing with a new player means losing in most cases, you are contributing to a declining number of people in the community when you refuse to play with a new player. I really hope PS doesn't see this trend carried over from PT and CT.

Those who understand SvM game play; take those new players under your wing. The vets can teach advanced game play far better than a tutorial could ever hope to ;)


That is so true. I remember my first days of getting my ass kicked by Knoob n Webzy that was fun times, and getting harassed by AgentX's old voice was not a pleasant one :D
Title: Re: Project Stealth - Tutorial Idea.
Post by: B1nArY_001 on October 27, 2010, 12:42:35 AM
Quote from: DreadStunLock on October 27, 2010, 12:17:35 AMand getting harassed by AgentX's old voice was not a pleasant one :D

Inserting little jabs when we've asked that this type of thing stop, not cool. No one is stupid enough to think that everyone is going to get along. This kind of thing really does need to cease though. It serves no purpose so let's show a little maturity and leave it out please  ;)