All of the below is open to discussion on how to improve UI/UX.
The Problem
I don't expect a user to jump in and immediately know what to do without some experimentation, but very few people have ever seen towerdefence like this so we need to give them pointers in the right direction.
Right now the game is very confusing to new users.
Finalised ideas to implement
N/A right now
Suggested Ideas
### Show placeable area when a user tries to place where they can't
Outline the placeable area with particles (redstone dust?) when a user tries to place a tower on an area they can't (i.e wrong side of the map, clicking the floor, etc..).
This should be combined with a chat message superseded by new placement mechanics
Change spawn points to the start of the map
Right now the user spawns at the end of the map facing towards the start. Would it be easier for the user if they spawned at the start of the map?
Show outline of tower size when a user fails to place a tower as it is too big for the area
Kinda just the title here. If a user tries to place a tower and there isn't size, show an outline in blocks of where that tower would try to place so it's clear to the user it couldn't place there. This would also make it clearer to the user that they're for instance trying to place a 5x5 in a 3x3's area. This has been superseded by new placement mechanics that always show the outline before a tower is placed.
Mad suggestion - have a preview at the start of the game showing off the map
Goal: Show the users basic functions and make it clear what side of the map they are on.
Have a cinematic preview at the start of the game by taking over the user's view.
- Have some towers on each side that are shooting at mobs and for 5 seconds, pilot the user around each side. This should show them quickly how the game functions.
- Have them then smoothly glide to the spawn point on their side of the map and have the temporary enemies and towers disappear.