> [!summary] Tutorial Design Doc Toy Worlds Atlas
> ![[DESIGNS/ToyWorldsAtlas/Gameplay/A-ExtendedTutorial.gif]]
**Notes**
- Smaller atlas is 3/4 of the full
- The animation should be controlled from the script on the Tutorial_panel
**Priority**
1) Core: on Tutorial button -> Show the A-atlas animation
- G-atlas may not need a tutorial
2) Optional: show a dedicated animation for each atlas (at least F)
## A: Tutorial (Extended)
**Player clicks a button, and a new instruction is shown**
- Just for the [[DESIGNS/ToyWorldsAtlas/A-Atlas_Doc|A-Page]]
- Uses a static boolean to ensure it's only if the player plays for the first time
- Lures using the Allure-VFX (but with an orange colour)
- Hides Orangery, MENU, and lower colourant panel with leafs
1) "Follow the rule" + Choice 1 + Option A (the rest is covered by a panel to prevent interaction)
2) -,,- + Option B
- When pressed, an arrow points at the note stave
3) Stave Pointer + Option A (again, no "Follow the rule")
4) Stave pointer + Choice 2 + Option A
5) Stave pointer + Choice 2 + Option B
6) "Follow the rule" + "Choose a colour in each row"
- The player clicks anywhere
7) The basic tutorial panel turns on
#### An old script for the extended tutorial
- [ ] Each tutorial starts an animation that
1) Rules (summary) light up
2) Rules (extended) light up
3) A cursor appears from the orangery button
4) The cursor presses a button in 1.1 button
5) Presses 1.2 button
6) Presses 2 button
7) The scene restarts
- [ ] Should explain that there must be a colour at each of 5-7 positions
- [ ] Should explain that when one button is pressed at the position, the other colour at this position turns off.
## F: Animated Tutorial
Plays in [[DESIGNS/ToyWorldsAtlas/F-Atlas_Doc|F-Atlas_Doc]] on start each time
- A transparent panel prevents the player's input
- At the end of the animated sequence, a regular tutorial appears
- Click! image indicates that you can click
## Idea Backlog
- [ ] *Under the question*: To indicate the **Orangery button affordance**:
1) Animation inside of the Orangery button at Atlas_B scene: Atlas_А (a UI image) rolls inside of the button indicating that it can be pressed.
Flag: onFirstStartAtlasB, if Atlas_B.scene (JsonContr.cs) -> Instantiate within limits (Set X & Y constrains) -> rotates side-to side (Increment)
2) Or, it is ants who roll (and maybe multiply) inside the button to draw the player's attention
- [ ] Elaborated worm-ish animation for the "TUTORIAL??" button:
- **NB!** If only in a commercial release for mobile
1) The TUTORIAL?? button wigs its tail from the behind O-rangery button (like a worm / branch)
2) If the player clicks it --> crawls from behind the orangery
3) Menu buttons light up right after that (hinting that Tutorial can be found there)
- Or, the TUTORIAL?? doesn't hide at the start of the scene but crawls behind the flower after the player uses the tutorial 1-3 times
### Resource
**Font**: EB Garamond ([Google Fonts](https://fonts.google.com/specimen/EB+Garamond))
## Reference


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![[IntentionallyBlank/APPENDIX/atlas.(_IB_)]]