Reply To: Dialogue skipping

Slate Forums Support Dialogue skipping Reply To: Dialogue skipping

#612
Gavalakis
Keymaster

Hello and thanks for your interest in Slate!

Slate is a “linear” cutscene editor. What I mean by “linear”, is indeed the fact that when you skip some portion of time in the cutscene, everything that the cutscene affects (animation for example) skips forward as well. Pretty much all sequencers I know of (Unity related or not) works this way 🙂

What you want to achieve is best *not* done using a linear sequencer where timing is deterministic, but rather some other system where timing is irrelevant and things (actions) just take place one after the other time-irrelevant. The node-based Dialogue System in NodeCanvas particularly is able to do this and some people I know have used it for creating such interactive cutscenes where skipable dialogue is also a part of it. Naturally though, it is very different from Slate, since it is not a time-based linear sequencer.

On the other hand, some games I’ve seen treat this animation jumping you mention by clever use of camera cuts, so that each “Skip Point” also has a cut to a new shot. As such, animation jumping is tricked and not seen by the player. This is something that was done in TellTales Walking Dead games as far as I remember. In the next TellTale games, they instead simply opted to make dialogue in cutscenes non-skipable.

Cheers!

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