Reply To: Interactive Cinematic cutscenes.

Slate Forums Support Interactive Cinematic cutscenes. Reply To: Interactive Cinematic cutscenes.

#1953
jinglefett
Participant

I’m interested in this too, it’s similar to what’s used in the 3d Zelda games. If I had to take a guess, I would say that each box in the dialogue system is actually activating a mini cutscene, as opposed to the whole thing being one giant cutscene that gets paused and resumed. Otherwise it wouldn’t be possible to have parts where the player can choose what to say and have different animations play (like in the Persona example).

Perhaps what Slate needs is simply a way to automatically loop a sequence but starting the loop from a specific time?  Maybe in the place where you tell Slate what to do when the cutscene ends (loop, pingpong, hold, etc.) there could be an option to start the loop from time X? Something like “Start Loop At: X”.

My thought is that you would put your idle clips at the end of the Slate cutscene and then when the cutscene reaches the end, you’d set the sequence to start the loop from the time where the idle animation begins instead of from the beginning at time 00:00. You’d just have to make sure that your idle animations are seamless and don’t need blending to start over. When the player presses the button, it ends that cutscene and starts the next one.