Reply To: Interactive Cinematic cutscenes.

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#1959
recursivefrog
Participant

Those games have branching dialogue sequences with multiple choices, which means they don’t have everything on a single timeline.

You’re right regarding branching paths. I was more interested in starting with just the basic dialogue sequences, and laying out linear narrative using a timeline. Either the dialogue triggers could live on the timeline, or the dialogue system’s commands could just command the timeline to pause and resume as the user goes from one linear dialogue node to the next. Both are reasonable.