tutorial-design
Tutorial Design
This skill owns onboarding sequence and progression across beats/sessions. level-teach owns spatial teaching inside a room; input-design owns controls; mechanic-specific skills own the mechanic.
Modes
| Mode | Presentation |
|---|---|
| diegetic | teaching embedded in world/state/character behavior |
| overlay-hint | contextual UI hints layered on play |
| separate-yard | dedicated practice space or tutorial flow |
Sequence contract
For each tutorial objective, record prerequisite knowledge, first exposure, practice/test opportunities, hint escalation, failure recovery, skip/replay behavior and the point where assistance retires. The project may use show/safe/test/remix, observation-first, contextual hints, experimentation, narrative instruction, or another authored sequence.
Hints identify the relevant action/concept at the selected assistance level; they should not silently solve a challenge unless the project deliberately offers solution-level assistance.
Tutorial pause/time behavior is project data. If instruction needs to suspend gameplay, coordinate with pause-timescale; do not assume every tutorial must keep the combat clock running.