When a gamer begins a new game, but is unsure of what to do, they often look to the tooltips of HUD elements to help them understand the game. Unfortunately, tooltips can often be poorly written, and can even be left out entirely, which can lead to confusion with the game world. This tutorial series will focus on how to use clear, concise tooltips to help guide your players, and help them understand what to do instead of getting frustrated and giving up on your game.
The development of gaming technology has opened up a whole new way of interacting with a game. Instead of being passive, and depending on your own skill to progress, you can now be guided through a game with tips and hints. However, it is not only the gamer that can benefit from this, but also developers and testers. In this post we will dive into what makes a great tooltip and how it can be used well in games.
I like consistency, which is why I look at the formatting of tooltips in game. This is part 1 of 3 where I talk about how to make the tooltips in the game more consistent.
Since we’re getting a new quest type, I thought it would be a good time to classify the quest types we already have and emphasize the need to differentiate between quest types. Moreover, by creating a standard that everyone recognizes and can read more quickly, we can save space on indexes and word counts.
Main Duties: The simplest quest is one with a requirement followed by a reward. The format is available in two variants.
The most common form is that in which the achievement of a requirement or a required target results in a bonus. They are both listed under the name Quest.
The second format also has a quest where completing a requirement gives a bonus, but there is also a separate reward that gives an additional bonus after completing an individual requirement goal.
This is an example of the skill of composing the text so that it fits into the first format. The quest text and reward text should not be separated.
A remarkable talent: Note that the effect of the talent outside the quest is not included in the quest text. Rare examples of non-compliance are the elixir of burning, the bile drops and the Haidarin amulet.
|# Quests that followformatting||# Quests with text that can be merged|
We might want to give the unfinished quests a separate name as well, with a different name. Technically, most of them are included in the quests above, but I wanted to single them out anyway.
A remarkable talent: Gall’s will must also be an unattainable quest.
|Number of unused batch orders|
Quests with multiple rewards: Multi-Reward Quests are quests with different rewards based on fulfilling individual steps in the requirements.
A remarkable talent: Ana’s vampiric rounds are the only quest that shouldn’t be a multi-reward quest.
The format follows the same rules as the basic quest, except that the requirement itself may not be beneficial, so it can be listed separately as a quest.
Some of these quests also have a mandatory objective that, when completed, brings all the rewards.
I would like to see a better distinction between the full prices at a glance. Possible names: All Rewards, Perfect Rewards, Total Rewards.
|Number of quests with multiple rewards||Number of quests with full reward|
Recurring searches: These quests have the same format as the basic quests, except for the marker for reusable quests. A quest is repeatable if, even after completing the quest, progress in the quest can be lost and the requirement must be fulfilled again.
A remarkable talent: Nova’s Snipe and Rexxar’s Animal Husbandry also count as recurring quests, but are not marked as quests at all due to the frequency and rarity of the pings, respectively.
A quest is repeatable if it can be lost, so it may need to be completed multiple times per game.
|Number of repeatable commands||Number of tasks incorrectly marked as repeatable|
A special talent: The phylacteries of Kel’tuzada
This gif is a bit of a formatting nightmare, but I’ll present it here. This talent comes in different categories. It’s currently set up as a basic quest, but can be recurring and, as you’ll see in Part 2, talent-activated and rechargeable. It can be formatted in at least 4 different ways.
I’m not suggesting changing it just to make it reproducible.
Existing quest rewards: There are several talents that list additional requirements or bonuses for a quest that is already part of the hero’s core set.
Since the Nazeebos trek is already a quest, these stacking requirements are an added reward. This talent is the only example that exists.
There are very few examples of this, and the talents of Kel’tuzzad and Azmo’s Pride are not even mentioned as quests.
- Nazebo: The thing with the deep, nasty infection.
- Azmodan: Greed, pride, gluttony, anger.
- Kel’tuzad: Land of fog, misty frost, thorny chains
Thank you, the second part will be about active and passive text.
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