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Comment by oezi

9 hours ago

I tried the tutorial, but got confused by when to start/stop time and it made everything become desynchronized from your tutorial instructions.

I then started the time again, when I shouldn't have and realized that I would have to do all the calculations all over.

You should either manage the time or give dynamic instructions.

Thanks - yeah this is a tricky problem since on the one hand I don't want to frustrate users not being able to pause/unpause but on the other hand I need to not let them unpause too soon and have the ship be in the wrong position.

Currently it should be blocking unpausing until step 7 or so... and it also should auto-pause once the ship reaches step 8(?). I did both of these things for the reason you're saying, but maybe I need to do it even more "locked down", at least for the Basic Tutorial.

  • For what it is worth, I ended up playing the tutorial mostly in real time, i.e. without pausing, because that felt more authentic. Under that constraint, I did have to play it three times to get proficient enough with the tools to succeed, but it was a lot of fun to figure it out under time pressure too.

    Something that helped me a lot was exploring how the firing solution changed when I changed various parameters in the TDC. I don't know if there's a way to build that kind of exploration into the tutorial. Maybe by splitting it up into segments, asking the user to handle only one measurement at a time, and illustrating how the firing solution changes?

    It is, however, annoying to start up the tutorial and click next-next-next-next to dismiss all the text when playing around with its scenario. Maybe a "dismiss tutorial text" button somewhere in the start of the tutorial?