Devlog 4: Building the Perfect Tutorial
Author: ben,
published 2 months ago,
This week, I wanted to dive into a game design element that is often overlooked, but that is a crucial part of any gamers’ experience when starting a new game: tutorials. While some of you might just skip them, tutorials are an essential first step that introduces players to your game’s mechanics, controls, and overall feel.
In this devlog, I want to share my experience making a tutorial for IHAS and delve into why they’re such an important part of any game.
[u][b]Why Tutorials Matter[/b][/u]
A tutorial is more than just the instructional section of the game — it sets the tone and teaches players how to interact with your world. Whether it’s a complex FPS with multiple mechanics or a simple puzzle game, a good tutorial lets the player figure out what they need to do without overwhelming them. It can be the difference between someone sticking around or rage-quitting after being confused by the controls.
In IHAS, I wanted to make sure the introduction was smooth, clear, and engaging. Instead of overwhelming players with a wall of text or dumping all mechanics at once, the tutorial guides them in a natural way as they play the first level. A solid tutorial should feel like part of the gameplay, not a separate experience, which is why I spent a lot of time crafting it carefully.
[u][b]The Process of Creating the Tutorial in IHAS[/b][/u]
I quickly realized making a tutorial wasn’t going to be as simple as adding a couple of pop-ups or voice lines. I wanted the tutorial to not only be an introduction to the gameplay, but also to the story. So, I started writing the script, which laid the foundation for the tutorial. From there, I worked on integrating markers and cues that would help players understand the game’s objectives and controls step by step.
[img]https://clan.cloudflare.steamstatic.com/images//43140933/fc318d6482dfecb0e0d198eb50936d837cb6001c.png[/img]
I also added voice-over and with subtitles — pretty standard for most tutorials, but not as easy to implement as I initially thought! I had to spend several hours learning how to properly manage the voice and subtitle systems. It turned out to be a much more complicated process than expected, but I finally managed to create a voice and subtitle manager for the game.
[u][b]Voice and Subtitles VS Pop-Ups[/b][/u]
The combination of voice-over and subtitles adds a layer of accessibility to the game. Some players prefer reading, while others are more engaged through audio. In IHAS I opted to not use pop-up screens to avoid breaking immersion. This was essential since I presented part of the lore in the tutorial as well. To assure that everyone can easily follow along and learn the game’s mechanics without any frustration, I felt this was essential.
[u][b]New Level and Mechanics Integration[/b][/u]
I then specifically created a level that would serve as a setting for the tutorial. Combining the tutorial with a set environment required careful consideration of how the player would move through the space, what they would interact with first, and in what order they would be introduced to the game’s mechanics.
During this time, I was also working on enemy types and their abilities. Introducing enemies with unique behaviours meant that the tutorial would need to introduce these mechanics before players face off against this challenging enemy.
[img]https://clan.cloudflare.steamstatic.com/images//43140933/97870bf9ef379857d35b3b3f611ea014eee51de3.png[/img]
Creating an effective tutorial is a delicate balance between guiding players and allowing them the freedom to explore. A well-crafted tutorial not only introduces mechanics and controls but also sets the tone for the entire game experience.
By integrating gameplay, voice-overs, and subtle cues, developers can ensure players feel both informed and engaged, helping them transition smoothly into the world and conquer its challenges without feeling overwhelmed.
Hope you enjoyed this deep dive into my tutorial design process. Stay tuned for more insights in the next devlog!
Vladyslav
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