Hello PMU,
In this post I shall detail my suggestions/blockout for a potential Exbel Woods (“tutorial”) rework that falls within the capabilities of PMU’s current engine. I believe the tutorial is in dire need of changing, due in large part to it’s age. Currently, the dungeon provides a very poor first impression, and furthermore does a poor job of introducing new players to the core gameplay of PMU. In addition, it doesn’t do a particularly good job of introducing certain core mechanics (basic attacks, moves, items, dungeon navigation), using a tell-don’t-show approach. Exbel Woods is in stark contrast to nearly all the dungeons that follow (FF perhaps being the sole exception) in the way that it is laid out. These are issues I wish to rectify with this proposal.
Note: this post will only touch on the introductory dungeon itself, and will leave the portions of the tutorial both before and after untouched. I may make a separate post touching on these elements in the future.
The following describes a new dungeon, built from the ground up to replace the existing dungeon. I’ll leave the actual dungeon dialogue to the Storywriter/Designer that would theoretically assemble this, and merely describe it.
The Core
Exbel Woods (EW) is a 4 floor dungeon, ranging from levels 1-5. It consists of standard, randomized dungeon floors interspersed with midpoint rooms which serve to explain specific mechanics. The floor generation will be similar to that of Tiny Grotto or Pebble Cave - simple, short floor layouts with standard rooms and corridors.
Traps of any kind won’t spawn anywhere in the dungeon. The weather will be set to clear for the dungeon’s entirety. There will not be darkness on any floors. None of the pokémon within the dungeon will be set to recruitable, and they should lack any moves - resulting in them only performing basic attacks.
1F
No pokémon spawn on floor 1F, and neither do any items. The dungeon would simply be an empty, randomized dungeon floor with a staircase placed somewhere on the level.
Upon entering the floor, a textbox pops up (similarly to the prompt for the Jailbreak Tunnel warden, or the Crystal Castle regice) which reiterates the basic controls for movement, telling the player to move with the arrow keys, and to sprint using the shift key. Additionally, it tells the player about the staircase, which will bring them to the next floor - and prompts them to explore the floor for the staircase)
The purpose of this floor is to introduce the player to the most basic of dungeon navigation - moving about the floor, and searching for the staircase. There are no pokémon to attack or block the player, so the only thing they have to do is find the staircase.
First Clearing
Upon taking the first staircase, the player enters a small clearing. In the clearing is a pokémon (perhaps a starly?) hanging about.
A textbox pops up, informing the player that not every pokémon they meet on their journey may be friendly; indeed, many will attempt to harm the player, and attempt to block their progress The player is told about the basic attack: hold ‘f’ to perform a simple, low power attack. Lastly, the player is told that they must defeat the pokémon before them to progress.
The pokémon in question (a “boss”, technically speaking) won’t pose any threat. They won’t know any moves, performing only a basic attack (if possible, maybe they could only do 0 damage?). Additionally, they will only have 1 HP. This means that all the player has to do is perform a single basic attack to defeat them.
Upon using their basic attack to defeat the pokémon, the warp tile that will lead them onward will be made available. Another textbox will appear; the player is told to proceed to the end of the room to move onward.
The purpose of this floor is to teach players about the basic attack, as well as introducing the concept of wild, hostile pokémon. Not only does it tell players how to perform the attack, it requires them to do so in order to proceed.
2F
The second floor is similar to the first; however this floor is not empty. Basic, very low level pokémon spawn with a relatively low spawn rate on this floor. These pokémon can have their AI set to passive. Items still do not spawn.
A textbox pops up, telling the player that this floor is inhabited by wild pokémon. They are informed that they may have to use their attack to proceed through the floor to the next staircase.
The player will navigate through this floor similarly to the first, but they may have to use their new technique to make it past NPCs.
The purpose of this floor is to show the player an active dungeon environment, which wild pokémon roaming the dungeon floor, as well as how they may need to attack these pokémon to make it through floors.
Second Clearing
The player now enters a clearing similar to the first. In this clearing is another pokémon (maybe a sentret?).
A textbox pops up, telling the player that their basic attack likely won’t be enough to handle most threats. Instead, they will need to rely on their moves to deal substantial damage. The player is told to use wasd to select one of their moves, and while holding it down, press ‘f’ to execute said move. The range of the move will be highlighted as they hold it’s button down. The player is then told to use one of their moves to defeat the pokémon and progress.
This second pokémon will be much tougher than the first - though it still won’t use any moves. Instead, they are a much higher level, and have significantly more HP than the first encounter. This necessitates that the player uses their starting moves to easily defeat the pokémon.
Upon defeating this second pokémon, the warp tile to the next floor will be opened. Another textbox appears, telling the player that they will gain experience when they defeat pokémon. Additionally, they gain substantially more experience when they defeat pokémon with a move, instead of their basic attack. However, they are warned that unlike their basic attack, their moves consume PP, and thus may become unavailable.
The purpose of this floor is to show the player how to use their moves, as well as to emphasize their power over basic attacks, the gain in experience when using them, and their PP restriction.
3F
The third floor is similar to the second, however the pokémon on this floor are a bit tougher, and are aggressive to the player. Items still do not spawn.
The rise in threat, as well as the increase in level encourages the player to use their moves to fight through the floor.
The purpose of this floor is to reiterate dungeon gameplay, as well as provide an environment which further encourages the player to fight the pokémon they encounter, testing out their moves.
Third Clearing
The third clearing is quite different from the first two. Instead of a pokémon to fight, there are an assortment of items present on the floor: an apple, an ether, and a key. At the other end of the clearing is a locked door.
A textbox appears, explaining the importance of items. It tells the player that they will often come across items lying on the ground within dungeons, and that they can pick these items up with ‘enter’. It lists a few of the effects items can have - refilling the PP of your moves, filling your belly, healing yourself, or unlocking doors. The player is told to pick up the key (and is free to grab the other items in the room), and use it on the locked door by interacting with it.
The player picks up the key, opens the door, and proceeds onward.
The purpose of this floor is to explain the basics of items, such as their existence and how to pick them up. Additionally, it requires the player to pick up an item, as well as interact with a locked door, in order to proceed.
4F
This floor is similar to the third, with the addition of items spawning on the floor. These items consist of apples, ether, Oran berries, and Leppa berries.
A textbox appears, telling them that as they proceed through a dungeon, their ‘belly’ will empty. They need to replenish it using items such as apples, and if they leave it to empty, they will begin to lose HP. Additionally, they will need to use items such as ethers or Leppa berries to fill their moves PP. The player can use these items from within their inventory, accessible with ‘esc’.
The purpose of this floor is to continue the basic dungeon experience, while adding items to the mix. The player is given the opportunity to find items in the dungeon and use them to their leisure.
Boss Room
At the end of the dungeon is none other than Joey.
A textbox appears, explaining that many dungeons will have a boss present at it’s end, which will pose a greater threat and will require more effort to defeat.
From here, the fight goes as it currently does, and Joey explains the basics of recruitment once defeated.
The purpose of this floor is to explain, and showcase dungeon bosses to the player.
Following this, the dungeon is concluded.
Closing thoughts
I believe this proposal succeeds in ways where the original fails, while also managing to explain all of the core mechanics that are touched upon currently. In particular, these mechanics are first shown to the player, before then requiring they demonstrate understanding of the topic. Additionally, the dungeon itself, being composed of standard randomized dungeon floors, will give the player a better impression of PMU’s gameplay, and will more closely resemble the dungeon said player will find themselves in next. Having the environment the player learns in be as similar as possible to the environment they will find outside the tutorial will aid in the learning process.
I would appreciate any feedback on this proposal. If something I have suggested is actually impossible within the current confines of the engine, please let me know - I don’t actually know the it’s limits.