Reply To: Interactive Cinematic cutscenes.

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

#1956
jinglefett
Participant

It is the answer because that’s how those games do it. Those games have branching dialogue sequences with multiple choices, which means they don’t have everything on a single timeline.

About the hiccups, if anything, the hiccups would be smaller due to the individual cutscenes being smaller, but if its still a problem that’s something Gavalakis can look into improving. Sequencing them all to work together isn’t particularly troublesome either– You’d simply use your dialogue system to make the desired cutscene play when a text box starts, the same way you would an animation clip or audio clip or whatever.

Also note that there doesn’t have to be a mini cutscene for each individual dialogue box. In those games if you look closely, they often let the same sequence play over the course of multiple dialogue boxes, Ocarina of Time and Majora’s Mask definitely do this.