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        <title>BusyThumbs Tags: Chronicles</title>
        <description>The latest 10 BusyThumbs posts tagged with the word or phrase &lt;i&gt;chronicles&lt;/i&gt;.</description>
        <link>http://www.busythumbs.com/tags/chronicles/</link>
        <lastBuildDate>Thu, 26 Nov 2009 09:28:32 +0000</lastBuildDate>
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            <title>Building a Tutorial for Spellborn (huahuaniu.busythumbs.com)</title>
            <link>http://huahuaniu.busythumbs.com/entry_id/713295/action/viewentry/</link>
            <description>&lt;br /&gt;
&lt;a href='http://thecosgold.com/' target='_blank'&gt;&lt;span style='font-size: 12pt'&gt;chronicles of spellborn gold&lt;/span&gt;&lt;/a&gt; is often used to play games. In the last post we explained how assumptions have caused problems in experiencing Spellborn. We assumed that controls and game play would come naturally to people. When designing the tutorial, our first focus was that the enjoyment of Spellborn stands or falls with the players understanding of the combat system. &lt;br /&gt;
With that in mind, the tutorial had to be quick for people who already know the basics, without sacrificing these basics. This is logical for anyone who has ever played a first person game, but for those that have not and even though it is just a minor adjustment and it need to explain it. So the tutorial of Spellborn slowly lets people use what they learn to advance. First we tell them to use a key to move, and then we show them a target and ask them to move into it.&lt;br /&gt;
There are three separate layers for players to get essential information and increase tcos Gold. The most direct layer is the white glowing targets that appear. Especially during the first part, all that players have to do is move from one target to the next in their own pace. If a player has already done the tutorial, they can quickly go though it, skipping all the text, as reaching a target is enough to go on. The second layer of information is the white text above a players head; it will give them he controls they need to use to reach the next target and cost the chronicles of spellborn Gold. And the third layer is tutorial window. They contain more detailed explanation and the keys that correspond to what is going on. If players take it slowly, that is where the meaty part of the information is. We thus still leave it up to the player to learn or rush if they want to.&lt;br /&gt;
</description>
            <author>huahuaniu</author>
            <pubDate>Sat, 04 Jul 2009 07:09:30 +0000</pubDate>
        </item>
        <item>
            <title>Building a Tutorial for Spellborn (yayajin.busythumbs.com)</title>
            <link>http://yayajin.busythumbs.com/entry_id/713286/action/viewentry/</link>
            <description>&lt;br /&gt;
&lt;a href='http://thecosgold.com/' target='_blank'&gt;&lt;span style='font-size: 12pt'&gt;chronicles of spellborn gold&lt;/span&gt;&lt;/a&gt; is often used to play games. In the last post we explained how assumptions have caused problems in experiencing Spellborn. We assumed that controls and game play would come naturally to people. When designing the tutorial, our first focus was that the enjoyment of Spellborn stands or falls with the players understanding of the combat system. &lt;br /&gt;
With that in mind, the tutorial had to be quick for people who already know the basics, without sacrificing these basics. This is logical for anyone who has ever played a first person game, but for those that have not and even though it is just a minor adjustment and it need to explain it. So the tutorial of Spellborn slowly lets people use what they learn to advance. First we tell them to use a key to move, and then we show them a target and ask them to move into it.&lt;br /&gt;
There are three separate layers for players to get essential information and increase tcos Gold. The most direct layer is the white glowing targets that appear. Especially during the first part, all that players have to do is move from one target to the next in their own pace. If a player has already done the tutorial, they can quickly go though it, skipping all the text, as reaching a target is enough to go on. The second layer of information is the white text above a players head; it will give them he controls they need to use to reach the next target and cost the chronicles of spellborn Gold. And the third layer is tutorial window. They contain more detailed explanation and the keys that correspond to what is going on. If players take it slowly, that is where the meaty part of the information is. We thus still leave it up to the player to learn or rush if they want to.&lt;br /&gt;
</description>
            <author>cutepig</author>
            <pubDate>Sat, 04 Jul 2009 06:59:54 +0000</pubDate>
        </item>
        <item>
            <title>Building a Tutorial for Spellborn (jinjin.busythumbs.com)</title>
            <link>http://jinjin.busythumbs.com/entry_id/712802/action/viewentry/</link>
            <description>&lt;br /&gt;
&lt;a href='http://thecosgold.com/' target='_blank'&gt;&lt;span style='font-size: 12pt'&gt;chronicles of spellborn gold&lt;/span&gt;&lt;/a&gt; is often used to play games. In the last post we explained how assumptions have caused problems in experiencing Spellborn. We assumed that controls and game play would come naturally to people. When designing the tutorial, our first focus was that the enjoyment of Spellborn stands or falls with the players understanding of the combat system. &lt;br /&gt;
With that in mind, the tutorial had to be quick for people who already know the basics, without sacrificing these basics. This is logical for anyone who has ever played a first person game, but for those that have not and even though it is just a minor adjustment and it need to explain it. So the tutorial of Spellborn slowly lets people use what they learn to advance. First we tell them to use a key to move, and then we show them a target and ask them to move into it.&lt;br /&gt;
There are three separate layers for players to get essential information and increase tcos Gold. The most direct layer is the white glowing targets that appear. Especially during the first part, all that players have to do is move from one target to the next in their own pace. If a player has already done the tutorial, they can quickly go though it, skipping all the text, as reaching a target is enough to go on. The second layer of information is the white text above a players head; it will give them he controls they need to use to reach the next target and cost the chronicles of spellborn Gold. And the third layer is tutorial window. They contain more detailed explanation and the keys that correspond to what is going on. If players take it slowly, that is where the meaty part of the information is. We thus still leave it up to the player to learn or rush if they want to.&lt;br /&gt;
</description>
            <author>jinjin</author>
            <pubDate>Tue, 30 Jun 2009 06:17:33 +0000</pubDate>
        </item>
        <item>
            <title>Building a Tutorial for Spellborn (chouchou.busythumbs.com)</title>
            <link>http://chouchou.busythumbs.com/entry_id/712784/action/viewentry/</link>
            <description>&lt;br /&gt;
&lt;a href='http://thecosgold.com/' target='_blank'&gt;&lt;span style='font-size: 12pt'&gt;chronicles of spellborn gold&lt;/span&gt;&lt;/a&gt; is often used to play games. In the last post we explained how assumptions have caused problems in experiencing Spellborn. We assumed that controls and game play would come naturally to people. When designing the tutorial, our first focus was that the enjoyment of Spellborn stands or falls with the players understanding of the combat system. &lt;br /&gt;
With that in mind, the tutorial had to be quick for people who already know the basics, without sacrificing these basics. This is logical for anyone who has ever played a first person game, but for those that have not and even though it is just a minor adjustment and it need to explain it. So the tutorial of Spellborn slowly lets people use what they learn to advance. First we tell them to use a key to move, and then we show them a target and ask them to move into it.&lt;br /&gt;
There are three separate layers for players to get essential information and increase tcos Gold. The most direct layer is the white glowing targets that appear. Especially during the first part, all that players have to do is move from one target to the next in their own pace. If a player has already done the tutorial, they can quickly go though it, skipping all the text, as reaching a target is enough to go on. The second layer of information is the white text above a players head; it will give them he controls they need to use to reach the next target and cost the chronicles of spellborn Gold. And the third layer is tutorial window. They contain more detailed explanation and the keys that correspond to what is going on. If players take it slowly, that is where the meaty part of the information is. We thus still leave it up to the player to learn or rush if they want to.&lt;br /&gt;
</description>
            <author>chouchou</author>
            <pubDate>Tue, 30 Jun 2009 06:12:56 +0000</pubDate>
        </item>
        <item>
            <title>Building a Tutorial for Spellborn (niuniu.busythumbs.com)</title>
            <link>http://niuniu.busythumbs.com/entry_id/711932/action/viewentry/</link>
            <description>&lt;br /&gt;
&lt;a href='http://thecosgold.com/' target='_blank'&gt;&lt;span style='font-size: 12pt'&gt;chronicles of spellborn gold&lt;/span&gt;&lt;/a&gt; is often used to play games. In the last post we explained how assumptions have caused problems in experiencing Spellborn. We assumed that controls and game play would come naturally to people. When designing the tutorial, our first focus was that the enjoyment of Spellborn stands or falls with the players understanding of the combat system. &lt;br /&gt;
With that in mind, the tutorial had to be quick for people who already know the basics, without sacrificing these basics. This is logical for anyone who has ever played a first person game, but for those that have not and even though it is just a minor adjustment and it need to explain it. So the tutorial of Spellborn slowly lets people use what they learn to advance. First we tell them to use a key to move, and then we show them a target and ask them to move into it.&lt;br /&gt;
There are three separate layers for players to get essential information and increase tcos Gold. The most direct layer is the white glowing targets that appear. Especially during the first part, all that players have to do is move from one target to the next in their own pace. If a player has already done the tutorial, they can quickly go though it, skipping all the text, as reaching a target is enough to go on. The second layer of information is the white text above a players head; it will give them he controls they need to use to reach the next target and cost the chronicles of spellborn Gold. And the third layer is tutorial window. They contain more detailed explanation and the keys that correspond to what is going on. If players take it slowly, that is where the meaty part of the information is. We thus still leave it up to the player to learn or rush if they want to.&lt;br /&gt;
</description>
            <author>niuniu</author>
            <pubDate>Sat, 27 Jun 2009 06:59:09 +0000</pubDate>
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