#SIGNALSCOPE TUTORIAL PRO#
This core synchronizes the ChipScope Pro tool to Keysight’s FPGA Dynamic Probe add-on option.
#SIGNALSCOPE TUTORIAL SOFTWARE#
The ChipScope Pro tool also interfaces with your Keysight Technologies bench test equipment through the ATC2 software core. Captured signals are then displayed and analyzed using the ChipScope Pro Analyzer tool. Signals are captured in the system at the speed of operation and brought out through the programming interface, freeing up pins for your design. That doesn’t mean removing experimentation or not letting people poke around at things, but giving them the information to know what’s going on.ChipScope™ Pro tool inserts logic analyzer, system analyzer, and virtual I/O low-profile software cores directly into your design, allowing you to view any internal signal or node, including embedded hard or soft processors. I’m the kind of player that wants to have the opportunity to know everything I need to know before doing a thing. I like tutorials that let you go at your own pace but don’t hold any information back.
#SIGNALSCOPE TUTORIAL HOW TO#
Not too many other games have as much of a sandbox approach to tutorialization that I can think of.the Zelda series has it for a lot of non-essential game mechanics, like teaching you how to fish. Games have gotten very good at teaching players one bit at a time. Puzzle games are the most obvious examples. The idea is to always let the player know what they can do without ever telling them what they should do.ĭO YOU HAVE ANY EXAMPLES OF TUTORIALS THAT INSPIRED YOUR DESIGN OF OUTER WILDS? So now we have button prompts instead of gameplay prompts. We try to do the same things with all the tools in their own way. And it’s fun to mess around with on its own and there’s no reason you have to do it, but people will just muck around with it for ten minutes because it’s a fun thing to do-they set their own goals and challenges without us interfering. The model rocket is the first one of these you encounter, and it’s clearly intended to teach you how to fly the ship. On the way to getting the codes you have all of these completely optional mini games/fun training scenarios that players can opt into that clearly teach them things they’ll need to learn later, but in a more sandboxy-playground-freeform kind of way. So we replaced that with you waking up on Launch Day, and all you need to do is get the launch codes in order to reach space. They couldn’t pay attention to the world or what they were supposed to learn because they were too busy with what they thought they were supposed to do. And the problem with that really traditional narrative sequence of teaching you tools was that before, during, and after the tutorial people wondered, “Why am I doing these things?” We wanted people to be curious about this thing that fell out of the sky but we hadn’t introduced them to the world, so they got very distracted. And at the end of all of that you were supposed to ask for the launch codes and figure out what the hell was going on in the solar system. And the whole premise of the tutorial was to go investigate the thing that fell.Īnd you had to take a picture of the meteor with a probe, and you had to get a jetpack and jetpack over to where the thing is, because you need to learn-you see where it’s going.
![signalscope tutorial signalscope tutorial](https://www.minidsp.com/images/stories/virtuemart/product/_mg_0740.jpg)
And after you were done roasting a marshmallow you were prompted to look up into the sky and use your signalscope, because we thought players needed to learn how to use the signalscope, where you’d see this meteor fall out of the sky and land on the other side of the village. Well, it started with you by a campfire and the first thing we did was force you to roast a marshmallow because we thought players needed to learn how to roast marshmallows. Sure.why don’t I talk about the original village and how much it sucked?
![signalscope tutorial signalscope tutorial](https://www.minidsp.com/images/stories/virtuemart/product/Mic%20GUI.png)
CAN YOU TELL US ABOUT YOUR BASIC PHILOSOPHY TOWARDS TUTORIALS AND TEACHING PLAYERS IN-GAME? So with all of these tools, how do we here at Outer Wilds Ventures go about teaching players how to use them? We sat down with Alex to chat about our very specific approach! We feel like the player tools have a much more specific aesthetic to match their specific design, and we're pumped to get them in your hands soon!