No amount of game design is going to tell someone that the F key does a thing.
The EXPLANATION of a game mechanic, what it is for and how it should be used, should be done though level design rather than text. Telling the player the keybinding in order to do said mechanic is in many games necessary and unavoidable.
Easton Harris
second for just like make waifu
Wyatt Lopez
>Telling the player the keybinding in order to do said mechanic is in many games necessary and unavoidable. There's clever/subtle ways to do it though, I guess that's what I should have said.
Luis Allen
nTh for who the fuck is stupid enough to use frameworks instead of an engine?
Jayden Martinez
Thank you for including the waifujam
Austin Anderson
So what I put some graffiti on a wall in-game that says WASD to move. Since I'm not actually telling the player via a text box, would that make it better for immersion?
Jeremiah Jackson
Or just put a screen with the controls and instructions before the game begin and get done with it so you don't interrupt the player mid-game or add retarded graffiti saying "WASD TO MOVE XD", Jesus.
Kayden Scott
Have fun doing it in a way which allows for rebinded keys and alternate control schemes.
Even HL2 which is held up as the bastion of teaching through level design has key prompts appear.