Adding a Mission Mode?

  • Iodizon
    7th Aug 2016 Member 2 Permalink

    It's been known that TPT lacks gameplay and is hard to manage at beginning, and here's one way to solve these problems:

    A mission mode, where you use limited elements to build in limited space, in order to accomplish certain goals, for example melting a piece of iron, or transfer sparks to certain places.

    Most sandbox games have modes like this as well, for example in Besiege, or the iOS version TPT, the Sandbox. They can serve as tutorials to help people know how each element work, as well as challenges for experienced players.

  • yocheese
    7th Aug 2016 Member 0 Permalink

    Man, I think its a very very good idea! Like the game "sandbox" on android.

  • Sandwichlizard
    7th Aug 2016 Member 1 Permalink

    @Iodizon.  Maybe you should make a series of saves that present ever more challenging goals for the player.  put blocks of what elements should be used and explain the PROP tool as needed.

  • Breaker4life
    7th Aug 2016 Member 0 Permalink

    @Iodizon (View Post)

     Mission made is too stretched. More, it would have to be a tutorial mode on using powered items and the console (~). 

     

  • cxi
    7th Aug 2016 Banned 1 Permalink
    This post is hidden because the user is banned
  • Breaker4life
    7th Aug 2016 Member 0 Permalink

    @cxi (View Post)

     I'd say, instead of a tutorial, a middle click option on a selected piece in the game. It'd then explain how to use the piece, but then, who really uses a separate mouse? I use a pad. 

  • cxi
    7th Aug 2016 Banned 0 Permalink
    This post is hidden because the user is banned
  • Sandwichlizard
    7th Aug 2016 Member 2 Permalink

    I hate mouse pads.  I always have a wireless mouse on my lap top

  • Iodizon
    8th Aug 2016 Member 0 Permalink

    @cxi (View Post)

     What I'm suggesting is more than a tutorial, but a way of adding gameplay to the game.

    Most players lose interest in TPT after being tired of blowing things up and boiling water, because they don't know what they are supposed to do, or what they are capable to do.

    By providing certain goals, players get the motivation to create things, and have a sense of accomplishment after solving puzzles.

    To some, being without limits might mean freedom, but to others it might mean emptiness.

     

    And speaking of tutorials, it's a matter of interactivity. In-game tutorials that require you to solve certain puzzles with things you just learned will make players more deeply understand what an element can be used for, instead of just data on a webpage.